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921 Commits
Author SHA1 Message Date
Cameron Gutman 231a67946d WIP SDL3 compatibility 2025-01-31 01:13:17 -06:00
Cameron Gutman 5290305944 Abstract SDL success/failure checks inside a compat macro 2025-01-30 23:36:46 -06:00
Cameron Gutman 3a22a01aef Move window event handling into separate functions 2025-01-30 22:58:02 -06:00
Cameron Gutman d1f3b98a1f Abstract window creation into compat function 2025-01-30 22:41:44 -06:00
Cameron Gutman a37020b974 Abstract fullscreen details into SDLC functions 2025-01-30 22:41:44 -06:00
Cameron Gutman 13b2b28c2f Abstract SDL_SysWM into compat functions 2025-01-30 22:41:40 -06:00
Cameron Gutman dd2a99a96b Prepare for SDL3 support 2025-01-25 16:20:20 -06:00
Cameron Gutman edd7a134d8 Fix MSVC binary path in CI for Qt 6.8 2025-01-13 20:11:06 -06:00
Cameron Gutman ffa87c5f01 Update Windows AppVeyor builds to Qt 6.8 2025-01-13 19:48:47 -06:00
Cameron Gutman 15e337fff8 Only call SDL_NumJoysticks() once per loop
It does non-trivial work when using sdl2-compat.
2024-11-12 23:52:31 -06:00
Cameron Gutman 707dd3cb83 Checkout libs submodule for Steam Link too 2024-11-08 21:32:32 -06:00
Cameron Gutman 98f6a09991 Use a Ne10-optimized libopus build for Steam Link
Steam Link is an incredibly CPU-constrained platform, so it needs
all the help it can get to avoid audio underruns.
2024-11-08 21:26:45 -06:00
Cameron Gutman 103f988dbf Move logging into a separate thread 2024-10-20 21:52:15 -05:00
Cameron Gutman 2257cb0cef Update Windows, macOS, and AppImage libraries
SDL -> 86fd4ed
FFmpeg -> 7.1 (87ccf995c)
dav1d -> 1.5.0
2024-10-20 13:46:05 -05:00
Cameron Gutman b6a3369243 Rework window focus tracking for gamepad navigation 2024-10-18 21:20:56 -05:00
Cameron Gutman 4af9623727 Replace C++ VLAs with std::vector 2024-10-15 22:41:21 -05:00
Cameron Gutman 515db03fe5 Add missing stdbool.h include 2024-10-15 22:38:06 -05:00
Matthias Küch e44d097683 Add stderr log for Steam Link 2024-10-12 00:14:51 -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 3279d9c3f6 Fix QML component versioning error on Qt 5 2024-10-03 00:15:53 -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 ec69dad8d7 Fix import incorrectly removed by 2a63ad5 2024-09-28 00:09:21 -05:00
Cameron Gutman 72ae324d71 Fix unused parameter warnings 2024-09-28 00:08:35 -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 2a63ad53d7 Don't poll gamepad input when the GUI is not focused/visible 2024-09-26 19:24:29 -05:00
Cameron Gutman 9b3d4c1ad7 Free the old CRTC connectors array 2024-09-23 22:25:51 -05:00
Cameron Gutman 054e334066 Allow Qt to borrow DRM master from SDL to update the UI 2024-09-23 22:15:31 -05:00
Cameron Gutman 6d023c2dfa Defer launch warnings until after launch validation
We need to destroy the SDL window before we can be sure that Qt
can draw to the screen if we used KMSDRM.
2024-09-23 21:48:43 -05:00
Cameron Gutman 0e2d5bf441 Fix EGLFS state restoration after Vulkan rendering 2024-09-23 21:32:09 -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 9cf305865b Add support for managing multiple SDL DRM FDs
This is required for Vulkan+KMSDRM rendering.
2024-09-21 20:41:43 -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
Cameron Gutman 5a1ef55767 Update README.md
Add note about YUV 4:4:4 and update build requirements
2024-09-18 22:16:33 -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
Cameron Gutman 1caee721e8 Prepare for v6.1.0 2024-09-16 18:36:50 -05:00
Cameron Gutman accd30176f Rerun lupdate and lrelease 2024-09-15 23:45:27 -05:00
Cameron Gutman 7721fa6d7c Merge remote-tracking branch 'origin/weblate' 2024-09-15 23:44:31 -05:00
Cameron Gutman 8e295aab00 Update dependencies for AppImage
SDL -> 1b26b5440
2024-09-15 23:35:26 -05:00
Cameron Gutman 4838a75c58 Suppress spammy libplacebo messages
Streaming 10-bit content on Nvidia GPUs spams the log with the following for every rendered frame:
Masking `blit_src` from wrapped texture because the corresponding format 'rx10' does not support PL_FMT_CAP_BLITTABLE
Masking `blit_src` from wrapped texture because the corresponding format 'rxgx10' does not support PL_FMT_CAP_BLITTABLE
2024-09-15 22:01:39 -05:00
Cameron Gutman c5ec8c0fdb Add libplacebo prefix to log messages 2024-09-15 21:58:19 -05:00
Cameron Gutman b266f61ba6 Disable direct rendering of YUV444 using vaPutSurface()
It doesn't work as of libva 2.21 + iHD 24.2.5 despite the fact that
the VAEntrypointVideoProc advertises VA_RT_FORMAT_YUV444.
2024-09-15 21:03:00 -05:00
Cameron Gutman d1dffdc34c Prefer optimal 8-bit hardware codec if 10-bit codec is not available 2024-09-15 16:47:30 -05:00
Cameron Gutman 268f8db26b Never negotiate 10-bit profiles without a 10-bit renderer 2024-09-15 15:53:45 -05:00
Cameron Gutman de28eda266 Don't enable HDR checkbox if no HDR renderers work 2024-09-15 15:09:11 -05:00
Cameron Gutman 3e9e497203 Fix viewing apps and CLI streaming with Qt 5.11 and earlier
Arrow function expressions are not supported in QML until Qt 5.12.

Fixes #1350
Closes #1391
2024-09-15 14:39:34 -05:00
Cameron Gutman 96fb6ee5e9 Share SDL's EGL display with EGLRenderer
Fixes #1396
2024-09-12 22:37:25 -05:00
Cameron Gutman 02853e74ba Reduce the bitrate to YUV420 defaults if YUV444 was selected but not negotiated
If the user has selected a custom bitrate, we will leave it alone.
2024-09-12 21:52:27 -05:00
Cameron Gutman 46910cf774 Remove black background workaround now that SDL is fixed 2024-09-12 21:38:30 -05:00
Cameron Gutman b1c77ff80e Disable SDL double buffering
It was broken in SDL until recently and now that it works again, it causes stuttering.
2024-09-12 21:34:22 -05:00
Cameron Gutman 92ee4a3046 Don't use the bind path for UMA GPUs
It turns out to be very marginally slower on RDNA2 iGPUs.
2024-09-12 21:32:36 -05:00
Cameron Gutman 6ec0c79899 Revert "Remove FL 11.0 restriction for D3D11VA"
Even with a fix for the Intel IVB rendering issue, there are still problems on
other older cards that make it not really worth it to enable D3D11VA.

The big benefit of D3D11VA is independent flip in windowed mode using
overlays and that isn't supported on those old cards anyway.

This reverts commit 7074463d0f.
2024-09-12 21:29:40 -05:00
Артём Журин 1c281ee3fc Translated using Weblate (Russian)
Currently translated at 100.0% (248 of 248 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2024-09-11 11:09:10 +02:00
Jorys Paulin e2b7cbfe62 Translated using Weblate (French)
Currently translated at 100.0% (248 of 248 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2024-09-07 21:09:17 +02:00
Cameron Gutman 67e89d9e16 Add workaround for incorrect color range in AMF AV1 encoding output 2024-09-04 23:13:48 -05:00
gallegonovato bbf6d9722a Translated using Weblate (Spanish)
Currently translated at 100.0% (248 of 248 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2024-09-04 11:09:36 +00:00
Cameron Gutman 34549864ad Update libraries
SDL2 -> 10b4a79
OpenSSL -> 3.3.2

Should address #1081 with upstream SDL fix
2024-09-03 23:18:12 -05:00
gallegonovato 1303a700e0 Translated using Weblate (Spanish)
Currently translated at 96.7% (240 of 248 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2024-09-03 11:09:25 +02:00
Cameron Gutman 25132a1f7b Enable decoder texture binding for all FL11.1 iGPUs
Since those GPUs don't benefit from the fence hack, restrict that to Intel only.
2024-08-31 00:36:25 -05:00
Cameron Gutman 7074463d0f Remove FL 11.0 restriction for D3D11VA 2024-08-30 23:03:36 -05:00
Cameron Gutman 99311403fa Move dummy fence into renderVideo()
The workaround only seems to work with a new fence each time.
2024-08-30 22:42:53 -05:00
Cameron Gutman 8b50eea485 Wait on a dummy fence before using textures shared with the decoder 2024-08-30 22:22:30 -05:00
Cameron Gutman 302dca6c0c Update OpenSSL libraries for macOS with fixed library path 2024-08-30 16:32:31 -05:00
Cameron Gutman f756be87ff Fix YUV444 hardware decoding on Windows systems without an Intel GPU present 2024-08-30 16:31:58 -05:00
Cameron Gutman 9d99ecbca6 Add note about installing the Graphics Tools optional feature 2024-08-30 16:23:31 -05:00
Arda Anıl 1475bdfbba Translated using Weblate (Turkish)
Currently translated at 100.0% (248 of 248 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/tr/
2024-08-30 21:09:24 +00:00
Cameron Gutman 69a3406d4a Fix broken PDBs for libplacebo.dll 2024-08-30 00:08:02 -05:00
Cameron Gutman 7e17d82ee5 Add a NSLocalNetworkUsageDescription for Sequoia 2024-08-29 23:31:55 -05:00
Cameron Gutman 153db55519 Replace OpenSSL static libs with dylibs to enable Qt OpenSSL TLS plugin
SecureTransport is deprecated, stuck on TLS 1.2, and seems prone to
random breakage in OS updates (see #1355).
2024-08-29 23:28:08 -05:00
Cameron Gutman 4290a54ffa Log the chosen Metal device 2024-08-29 23:20:52 -05:00
Cameron Gutman a6e549471c Ignore failures when registering firewall exceptions
There appear to be bugs in the WiX firewall extension that causes errors on
install/upgrade in some scenarios (seemingly where existing fw exceptions for
Moonlight exist as in #1309).

Since a firewall exception really only provides minimal benefits for us in the
default configuration of Windows Firewall (outgoing: allow, incoming: deny) due
to WFP's stateful treatment of solicited unicast/multicast UDP traffic, let's
allow it to silently fail and not abort the whole installation.
2024-08-29 02:14:04 -05:00
Cameron Gutman 04edfdc4ca Update to WiX 5.0.1 2024-08-29 01:50:53 -05:00
Cameron Gutman db30faf602 Enable Turkish language now that it's nearly completely translated 2024-08-29 01:40:13 -05:00
Cameron Gutman cdb610f121 Rerun lupdate and lrelease 2024-08-29 01:39:09 -05:00
Cameron Gutman e404722e7c Add Estonian translation 2024-08-29 01:37:09 -05:00
Cameron Gutman 1840c47751 Merge remote-tracking branch 'origin/weblate' 2024-08-29 01:24:36 -05:00
c0dE 3bd571bc90 Translated using Weblate (Portuguese (Brazil))
Currently translated at 26.6% (64 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pt_BR/
2024-08-29 08:24:04 +02:00
G.Nakai 224153e230 Translated using Weblate (Japanese)
Currently translated at 94.1% (226 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ja/
2024-08-29 08:24:04 +02:00
Cameron Gutman ef12850867 Remove unnecessary Windows dependencies 2024-08-29 01:22:41 -05:00
Cameron Gutman caf322d934 Provide valid default preferred formats for YUV444 2024-08-29 01:03:39 -05:00
Cameron Gutman 9043e8f663 Remove hard limits for bitrate and FPS command-line options 2024-08-25 16:18:55 -05:00
Cameron Gutman 76fd502262 Reintroduce support for FFmpeg 4
Some SBCs still depend on patched FFmpeg 4.x builds for hardware acceleration.
2024-08-24 16:50:27 -05:00
Cameron Gutman 9186feca80 Slightly simplify Metal shader 2024-08-22 01:18:39 -05:00
Cameron Gutman df814fef4a Implement support for HDR with software decoding on macOS 2024-08-22 00:05:26 -05:00
Cameron Gutman d2b3bc962f Probe for a HDR-compatible software renderer 2024-08-20 23:03:41 -05:00
Cameron Gutman 876375f7e9 Add additional codec negotiation improvements
- Fix picking incompatible YUV444 codec if software decoding was forced
- Prefer AV1 over HEVC when using HDR with software decoding
- Display software decoding warning when using an HDR codec without hardware decoding
2024-08-20 23:03:09 -05:00
Cameron Gutman e662e93a53 Prioritize AV1 over HEVC for HDR with software decoding
dav1d is much faster than FFmpeg's HEVC decoder
2024-08-20 01:30:33 -05:00
Cameron Gutman 7c6954b5f6 Add HDR support with software decoding using libplacebo
Not supported on macOS yet.
2024-08-20 01:28:00 -05:00
Cameron Gutman 416003248b Enable Vulkan renderer on Windows ARM64 builds 2024-08-20 00:43:03 -05:00
Cameron Gutman 6d6cd6fc35 Improve codec autoselection logic
- Deprioritize codecs that don't have hardware decoding rather than rejecting them outright
- Allow AV1 to be negotiated with autoselection if no other codec is available
- Take into account YUV444 preference when picking an optimal codec
- Arrange codec preference in ascending order of computational complexity when hardware decoding is unavailable
2024-08-19 23:41:42 -05:00
Cameron Gutman 17448c02b0 Move host settings to the other column to balance column length 2024-08-19 21:44:52 -05:00
Cameron Gutman f3a75e8e76 Add experimental option to unlock bitrate to 500 Mbps
Fixes #1375
Fixes #1343
Closes #1377
2024-08-19 21:43:00 -05:00
Cameron Gutman 7da085480c Switch to a vanilla 7.0 branch with the Nvidia video decoding fix cherry-picked
moonlight_7_0_2 has out-of-tree V4L2 patches that fail to build with the old libdrm headers in Focal.
2024-08-19 21:03:23 -05:00
Cameron Gutman bed3a6ecd8 Print the friendly name of the unsupported AVPixelFormat in SDLRenderer 2024-08-19 20:58:45 -05:00
Cameron Gutman e01c42153c Allow software decoding if YUV444 is selected rather than falling back to YUV420 2024-08-19 20:58:16 -05:00
Cameron Gutman 9df65cb814 Allow selection of AV1 or HEVC for software decoding when HDR or YUV444 are enabled
These advanced features often/always are only supported with AV1 or HEVC.
2024-08-19 20:57:11 -05:00
Cameron Gutman fddb4881fb Use our FFmpeg fork for the AppImage to fix Nvidia Vulkan decoding crash
Hopefully the required patch will be picked to release/7.0 soon
2024-08-19 19:42:21 -05:00
Cameron Gutman 5765c254cd Add software fallback for YUV444 using libswscale 2024-08-19 19:20:17 -05:00
Cameron Gutman ea724a05a6 Fix compilation with older FFmpeg versions 2024-08-19 01:03:03 -05:00
Cameron Gutman 369f614b59 Rewrite format handling in DRM renderer 2024-08-19 00:57:07 -05:00
Cameron Gutman 8606b2c95e Add support for VUYX and XV30LE for YUV 4:4:4 2024-08-18 23:45:26 -05:00
Cameron Gutman fafddddfe0 Fix size and pitch calculation for dumb buffer uploads 2024-08-18 23:08:20 -05:00
Cameron Gutman 1bb16be183 Allow DrmRenderer to act as a non-DRM hwaccel backend
This case basically works like a degenerate case of a DRM hwaccel
without DRM master where we just provide EGL export functionality
except that we don't even need a DRM FD in this case.

There are patches floating around the FFmpeg list for this:
https://patchwork.ffmpeg.org/project/ffmpeg/list/?series=12604
2024-08-17 17:04:30 -05:00
Cameron Gutman 8e2aa87c4f Avoid using D3D11VA on very old Intel GPUs
Fixes #1348
Fixes #1381
2024-08-16 00:32:46 -05:00
ns6089 2aea070d93 Fix resetting bitrate when YUV444 is enabled 2024-08-15 22:56:46 -05:00
Mohammad 37ace0060e Update README.md
Changing package name qtbase6-dev to qt6-base-dev.
2024-08-15 22:56:30 -05:00
Cameron Gutman 28b4272123 Update Windows FFmpeg to 7.0.2 with patches
- Vulkan video decoding crash fix for Nvidia GPUs
- D3D11VA support for HEVC 4:4:4 on Intel GPUs
2024-08-15 22:55:37 -05:00
Cameron Gutman 19660174b7 Check that the new keypair is usable before persisting it 2024-08-15 22:50:49 -05:00
Ettore Atalan 2beaf10ea5 Translated using Weblate (German)
Currently translated at 99.5% (239 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2024-08-15 07:09:13 +00:00
Cameron Gutman 665352ec95 Remove support for Intel's vendor-specific HEVC RExt profiles
These aren't supported upstream (and probably never will be) and recent
Intel drivers for Tiger Lake and later support the Microsoft standard
HEVC RExt profiles now.
2024-08-13 00:50:32 -05:00
Cameron Gutman ab791cf4c8 Add support for the official DXVA HEVC Rext GUIDs defined in the Win11 24H2 SDK 2024-08-02 21:22:43 -05:00
Cameron Gutman ef7dff32aa Don't use Vulkan Video on Intel GPUs on Windows
Intel's Windows drivers are either totally broken or just don't play nicely with FFmpeg currently.
2024-08-02 21:16:52 -05:00
Cameron Gutman 9227ebfec9 Fix compiler warnings introduced by ComPtr refactoring 2024-08-02 21:15:18 -05:00
Cameron Gutman f138827cdf Add handling for AV1 High profile in D3D11VA/DXVA2
This doesn't seem to be supported by FFmpeg or any actual hardware yet
2024-07-30 23:21:49 -05:00
Cameron Gutman e25919e0f9 Use for each loop to destroy objects in arrays
Also fixes incorrect release of m_VideoPixelShaders objects
2024-07-30 22:58:59 -05:00
Cameron Gutman 99749d4730 Use ComPtr for lifetime management in DXVA2 2024-07-30 22:41:29 -05:00
Cameron Gutman 9e811f54f1 Use ComPtr for lifetime management in D3D11VA 2024-07-30 22:29:38 -05:00
Cameron Gutman 0bb0d27d64 Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs 2024-07-30 21:12:11 -05:00
Arda Anıl ede5ab8671 Translated using Weblate (Turkish)
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/tr/
2024-07-28 10:09:17 +00:00
Cameron Gutman 6c6f808365 Tweak the YUV444 tooltip text 2024-07-26 01:24:27 -05:00
Cameron Gutman dd9569913b Remove hardcoded block for YUV444 on non-Vulkan renderers 2024-07-26 01:20:48 -05:00
Cameron Gutman 778eb07c5f Reject YUV444 rendering using D3D11VA until it properly supported 2024-07-26 01:19:26 -05:00
Cameron Gutman e2ffeae3f6 Add YUV444 support to VT Metal renderer 2024-07-26 00:39:13 -05:00
Cameron Gutman eb6d16fdcf Remove guards for older macOS and SDK versions 2024-07-26 00:38:54 -05:00
Cameron Gutman e548697a36 Move VT decoding support detection into a single base class 2024-07-26 00:35:32 -05:00
Cameron Gutman c707dab70a Plumb YUV444 logic into additional renderers 2024-07-25 06:36:40 -05:00
ns6089 da0244c538 Support YUV 4:4:4 formats 2024-07-24 20:54:13 -05:00
Cameron Gutman ff332d45f8 Fix false compiler warnings about missing return from non-void function 2024-07-24 20:45:52 -05:00
Cameron Gutman 9e92c07cb7 Use VK_NULL_HANDLE instead of nullptr to initialize VkSurfaceKHR field
Fixes #1367
2024-07-24 20:38:36 -05:00
Cameron Gutman 7f009a4b8e Switch to 32-bit floating point audio
Excluding Steam Link due to CPU and API limitations
2024-07-17 20:37:50 -05:00
Cameron Gutman 8ac378f467 Enable libplacebo Vulkan renderer on x64 Windows builds 2024-07-16 19:12:37 -05:00
Cameron Gutman 82ec773119 Add Vulkan headers v1.3.290 for Windows 2024-07-16 19:06:43 -05:00
Cameron Gutman 3580286807 Update prebuilt libraries
SDL2 -> 3b7eafe
dav1d -> 1.4.3
openssl -> 3.3.1
libplacebo -> 7.349.0
libva -> 2.22.0
2024-07-13 17:27:03 -05:00
Cameron Gutman e226091c19 Require macOS 11 or later 2024-07-13 17:26:27 -05:00
Cameron Gutman 074b4520e5 List both Qt 5 and Qt 6 packages for Linux builds 2024-07-13 16:19:00 -05:00
Cameron Gutman de30eeaa66 Fix CI build errors 2024-07-13 13:53:43 -05:00
Cameron Gutman fe9282e7d9 Update Windows to Qt 6.7 and remove 32-bit support 2024-07-13 13:23:14 -05:00
Cameron Gutman 45ccd1a811 Add plane selection workaround for Spacemit driver bug
Expose plane bug workaround logic through new envvars:
- DRM_MIN_PLANE_ZPOS
- DRM_ALLOW_PRIMARY_PLANE
2024-07-12 19:37:56 -05:00
Cameron Gutman 52583f5c71 Consolidate decoder checks to reduce code duplication 2024-07-12 19:02:20 -05:00
Cameron Gutman 952ebcd0d2 Prefer zero-copy formats for non-hwaccel hardware decoders
SpacemiT K1's BSP has a version of FFmpeg that contains both
v4l2m2m and their own *_stcodec decoders. Not only is their
V4L2 driver for their mvx decoder seemingly totally broken
(output buffers are all zeros), but it doesn't have any of
the DRM_PRIME support work that is maintained out of tree.

The result is we use a broken copyback decoder instead of
a (mostly) working zero-copy decoder because we didn't
include any logic to rank non-hwaccel decoders by pixfmt
like we have with device type for hwaccel decoders.
2024-07-12 18:45:46 -05:00
Cameron Gutman d5a198b764 YUV420P10 is also compatible with PlVkRenderer 2024-07-06 17:24:46 -05:00
Cameron Gutman b5b2731d5f Add support for rendering software decoded frames with Vulkan 2024-07-06 16:49:35 -05:00
Cameron Gutman d085722911 Don't attempt to use mismatched 8-bit formats with 10-bit codecs
In addition to silently truncating the samples, this also tickles
some nasty bugs in the VF2's out-of-tree OMX decoder.
2024-07-06 02:27:46 -05:00
Cameron Gutman 2e29ef8d74 Simplify codec selection and prioritization logic 2024-07-06 00:50:32 -05:00
Cameron Gutman 34fa7167b1 Force AV_CODEC_CAP_HARDWARE set for OMX decoders
There are at least 2 out-of-tree OMX decoder implementations
that both lack AV_CODEC_CAP_HARDWARE, so they trick us into
thinking that neither of them is hardware accelerated.

Fixes false decoder warnings when linked against the patched
FFmpeg builds shipping on VisionFive 2 and LicheePi 4A SBCs.
2024-07-05 23:04:10 -05:00
Cameron Gutman 27b173b76b Add a GenericHwAccelRenderer for unknown hwaccels
This will get us limited hardware acceleration even for hwaccels
that we don't know about yet.
2024-07-05 22:49:52 -05:00
Cameron Gutman d73df12367 Don't precompile QML files with disable-prebuilts
This binds us against the exact compile-time version of Qt with no
forwards or backwards compatibility, so it must not be used when we
could load Qt libraries from a location outside of our app bundle.
2024-07-04 15:45:48 -05:00
Kofaone 725e51f9b3 Translated using Weblate (Estonian)
Currently translated at 10.8% (26 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/et/
2024-07-03 16:09:29 +00:00
Kofaone 0c6689a5b4 Added translation using Weblate (Estonian) 2024-07-02 18:05:23 +02:00
Артём Журин 32115c639e Translated using Weblate (Russian)
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2024-07-01 11:09:14 +02:00
Cameron Gutman 17a2548480 Fix changelog typo 2024-06-29 19:56:31 -05:00
Cameron Gutman 753deb915f Prepare for v6.0.1 2024-06-29 19:55:10 -05:00
Cameron Gutman 7d6f4135d5 Show Hungarian in the language list
The translation is nearly complete now (89%)
2024-06-29 17:19:35 -05:00
Cameron Gutman 622ec843ff Add Lithuanian and rerun lupdate/lrelease 2024-06-29 17:17:45 -05:00
Cameron Gutman 5c18bf1608 Merge remote-tracking branch 'origin/weblate' 2024-06-29 17:07:02 -05:00
Cameron Gutman d184730a82 Switch over to the new code signing certificate 2024-06-29 17:02:33 -05:00
Cameron Gutman 335ed0e8e6 Only sample directly from the video decoder output texture on Intel GPUs
This technique seems to actually make performance worse on some AMD GPUs (RX 480)
and causes rendering errors on others (HD 5570). These might be AMD-specific bugs
but let's not risk a behavior change for AMD/NVIDIA where nobody was having perf
issues with the old copy method anyway.
2024-06-29 14:44:08 -05:00
Cameron Gutman 0abb9fd7c2 Revert "Avoid using D3D11VA on older AMD TeraScale GPUs"
This reverts commit 93408386ae.
2024-06-29 14:12:03 -05:00
Cameron Gutman 1a1ce05959 Revert "Use a Texture2DArray in HLSL to match the SRVs"
This reverts commit d389f9a6e9.
2024-06-29 14:07:41 -05:00
Cameron Gutman 93408386ae Avoid using D3D11VA on older AMD TeraScale GPUs 2024-06-28 20:24:47 -05:00
Cameron Gutman 415b512c75 Require FL 11.0 for the D3D11VA renderer
We would probably be okay with 10.0 (SM4), but let's not risk
encountering GPU driver bugs like we do on old AMD cards.
2024-06-28 19:56:00 -05:00
Cameron Gutman d389f9a6e9 Use a Texture2DArray in HLSL to match the SRVs 2024-06-27 19:46:27 -05:00
kiictus ba01558bc5 Translated using Weblate (Lithuanian)
Currently translated at 38.3% (92 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/lt/
2024-06-27 21:10:56 +02:00
Cameron Gutman dff02eab7d Fix DrmRenderer build 2024-06-25 23:29:37 -05:00
Cameron Gutman ecfcedad58 Fix window resizing on Windows with software decoding 2024-06-25 23:21:08 -05:00
Cameron Gutman e76780e105 Add a new prepareToRender() callback for renders to perform their initial window clears
This consolidates all the clearing that was strewn across the codebase.
2024-06-25 23:12:18 -05:00
Cameron Gutman 1d1fa0577b Don't flush window events after the KMSDRM modeset operation
We will flush the initial window shown event that we require to start decoding.
2024-06-25 22:28:23 -05:00
Cameron Gutman a9d7c8e495 Move forced KMSDRM modesetting operation into Session init code
Performing this each time DrmRenderer is initialized leads to long
delays when choosing a decoder on embedded platforms, particularly
those like TH1520/JH7110 which lack accelerated GL drivers.
2024-06-25 21:57:02 -05:00
Cameron Gutman ffdf683597 Output log messages to an attached debugger 2024-06-24 19:24:06 -05:00
Cameron Gutman ac0e1098b9 Take COLOR_ENCODING values into account when choosing a colorspace
Replace the generic starfive hack with proper logic to examine the
supported enum values to select a colorspace. This fixes incorrect
colors with vs-drm on the TH1520.
2024-06-23 19:33:37 -05:00
Cameron Gutman 35695642d5 Use the first available plane that meets the zpos requirement
Planes seem to be listed in descending order of capabilities
with later planes sometimes lacking scaling capabilities, which
is the case with vs-drm on the TH1520.
2024-06-23 19:03:35 -05:00
Cameron Gutman e458682a23 Refactor plane property loop to avoid leak 2024-06-23 18:13:20 -05:00
Cameron Gutman fbe5e6f01f Build Windows ARM64 with Qt 6.7 in CI 2024-06-23 17:58:22 -05:00
Cameron Gutman 52756e7f45 Update AppImage dependencies
dav1d -> 1.4.3
SDL2 -> ab5740bd
2024-06-23 17:57:42 -05:00
Cameron Gutman 0f57abf6f8 Don't select an overlay plane with a lower zpos than the primary plane 2024-06-23 17:55:27 -05:00
Cameron Gutman 94943d2865 Clamp chroma texcoords to avoid sampling alignment padding
This resolves #885 without the massive perf hit on lower end Intel GPUs.
2024-06-22 16:19:26 -05:00
Cameron Gutman c3bd7edc4e Revert "Use a separate texture for rendering to avoid blending in the alignment padding"
This kills performance on some Intel iGPUs (particularly Atom chips like N100),
so let's remove the copy and solve this issue a different way instead.

This reverts commit a6fccf93d1.
2024-06-22 12:35:00 -05:00
Cameron Gutman b6bb96223d Revert "Remove manual hwframe ctx setup for D3D11VA"
We need this back to avoid the copy that's tanking performance on Intel iGPUs.

This reverts commit 2cef09471b.
2024-06-22 12:34:10 -05:00
kiictus f07f3c843a Translated using Weblate (Lithuanian)
Currently translated at 17.0% (41 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/lt/
2024-06-22 12:09:13 +02:00
kiictus 7712a2dce4 Added translation using Weblate (Lithuanian) 2024-06-21 12:05:30 +02:00
Артём Журин d86e13a3a7 Translated using Weblate (Russian)
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2024-06-20 08:07:54 +02:00
Cameron Gutman 3aaa09bb7d Disable CUDA/NVDEC in AppImage builds
These are only really useful for Wayland scenarios, but:
- Wayland is explicitly disabled for AppImage due to EGL issues
- VDPAU now works under XWayland with 545 and later drivers
- Moonlight now has a Vulkan Video backend which works with 535 and later drivers

Fixes #1314
2024-06-19 10:29:03 -05:00
Cameron Gutman 377abf2155 Remove verbose flag from tar invocation 2024-06-19 10:25:15 -05:00
Cameron Gutman d3219ae24a Don't use VAAPI fallback driver names on libva 2.20+
libva 2.20 is good enough at detecting driver names (even under XWayland)
that we don't need to use the fallback name list anymore. This saves time
probing drivers, avoids excessive log output from failed probes, and avoids
tickling bugs in VAAPI drivers that are installed but unused.
2024-06-18 00:31:59 -05:00
Cameron Gutman bd60b873ec Add missing check for no Vulkan devices 2024-06-18 00:12:08 -05:00
Jorys Paulin 3abf925810 Translated using Weblate (French)
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2024-06-17 13:09:16 +00:00
Michael Freund (Ottes) d5cbcc8199 Translated using Weblate (German)
Currently translated at 97.9% (235 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2024-06-14 02:28:52 +02:00
Cameron Gutman 640ac3f9fe Don't bundle libs into the final app package if disable-prebuilts is set 2024-06-10 22:57:58 -05:00
Cameron Gutman 83811e2a07 Add 'CONFIG+=disable-prebuilts' qmake option
When specified, qmake uses pkg-config for libraries on macOS instead of the prebuilts in the libs submodule.
2024-06-10 22:51:45 -05:00
Cameron Gutman 31641f5246 Update readme with new packages and Qt 6 recommendations 2024-06-09 20:54:17 -05:00
Cameron Gutman d7bc735edc Allow use of old fullscreen mode on macOS by setting I_WANT_BUGGY_FULLSCREEN=1 2024-06-09 15:46:24 -05:00
Cameron Gutman b59de38e0b Revert "Only use SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES=0 for native notched resolution"
Users want to control when the notch is and is not included for display scaling.

Fixes #1301

This reverts commit e25d9b0da2.
2024-06-09 15:42:39 -05:00
Cameron Gutman 17af71fe7a Allow the Vulkan renderer to accept HDR input even without HDR output capability
In addition to resolving issues with mixing HDR and SDR displays and moving
between them while streaming, it also allows streaming HDR content to an SDR
display with tone mapping handled transparently by libplacebo.
2024-06-09 15:00:56 -05:00
Cameron Gutman a0c77d0ad8 Filter SDL_WINDOWEVENT_SHOWN after initial renderer creation
This case exists to handle the initial bringup of the renderer when
the window appears on screen. We can ignore these if we already
created a renderer, to avoid renderer re-creation if a spurious
SDL_WINDOWEVENT_SHOWN event arrives later.
2024-06-09 14:34:34 -05:00
Cameron Gutman ec7137e693 Flush window events in MMAL and DRM renderers 2024-06-09 14:26:26 -05:00
David King 1b56f28fd4 Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2024-06-09 13:09:15 +02:00
Cameron Gutman 486c46781b Increase computer seeking timeout for 'stream' and 'list' actions
The host may take some time to wake up from sleep.
2024-06-08 16:18:06 -05:00
Cameron Gutman 6397031e46 Expand allowed range for --fps option 2024-06-08 00:17:17 -05:00
Cameron Gutman e7a2d9f44d Prepare for v6.0.0 2024-06-05 22:42:28 -05:00
Cameron Gutman ee5d0acc1f Rerun lupdate and lrelease 2024-06-05 00:28:11 -05:00
Cameron Gutman 6a5a69cabd Merge remote-tracking branch 'origin/weblate' 2024-06-05 00:26:59 -05:00
weng weng cd7391f908 Translated using Weblate (Chinese (Simplified))
Currently translated at 96.2% (231 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2024-06-04 02:09:15 +00:00
Cameron Gutman d6d28f1afd Remove unused libplacebo libraries 2024-06-02 21:52:35 -05:00
Cameron Gutman 5a6620a9ae Fix missing installer window icon with WiX 5 2024-06-02 21:40:40 -05:00
Cameron Gutman 5a47ddca33 Use EGL on X11 for non-x86 platforms
In theory we could do this everywhere, but I'd rather not risk major behavior changes on x86 right before a release.
2024-06-02 14:01:54 -05:00
Cameron Gutman b58f021fc8 Only set QT_SSL_USE_TEMPORARY_KEYCHAIN on macOS
It's useless on other platforms.
2024-06-02 13:58:42 -05:00
Cameron Gutman 12b93337d1 Fix SDL_VIDEODRIVER override when the Qt platform plugin was manually set 2024-06-01 22:43:52 -05:00
Cameron Gutman 807fc6b31c Opt out of macOS Game Mode due to various OS bugs
Fixes #1170
Fixes #1297
2024-06-01 16:36:24 -05:00
Cameron Gutman 959080aa95 Update moonlight-common-c with higher IPv6 MTU 2024-06-01 16:30:45 -05:00
Cameron Gutman 18a772aeba Update prebuilt libraries
opus -> 1.5.2
FFmpeg -> 7.0.1
dav1d -> 1.4.2
2024-06-01 16:30:20 -05:00
Cameron Gutman 9bdd17f1c3 Properly clean libavformat files with clean-libs.sh 2024-06-01 16:25:46 -05:00
sanhoe 3d1967bd1e Translated using Weblate (Korean)
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2024-06-01 16:41:32 +02:00
Cameron Gutman 469bd32bde Update AppImage to FFmpeg 7.0.1 and dav1d 1.4.2 2024-05-31 20:43:03 -05:00
comsyspro 351b4edf0c Translated using Weblate (German)
Currently translated at 95.8% (230 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2024-05-29 09:09:23 +02:00
Cameron Gutman a0a8b70bc1 Strip session keys and IVs from the logs
Logging these isn't a major issue because they change each session and
the privilege level to access the logs is the same as those to access the
private key of Moonlight client itself, but there's also no good reason to
log them either.
2024-05-27 22:02:02 -04:00
Cameron Gutman e07f069222 Always use the custom logger
It was already used everywhere except macOS Debug builds.
2024-05-27 21:40:18 -04:00
Empotik 47ccd1e481 Translated using Weblate (Thai)
Currently translated at 57.5% (138 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/th/
2024-05-27 23:09:14 +00:00
Cameron Gutman 96fba43186 Add missing AV1 option in CLI video codec options
Fixes #1290
2024-05-27 13:06:49 -04:00
Cameron Gutman 9e7c212c6d Update moonlight-common-c 2024-05-25 18:32:58 -05:00
Cameron Gutman e67d83e097 Move declaration under ifdef to eliminate unused variable warning 2024-05-25 17:01:46 -05:00
Cameron Gutman 4474f815af Only use fallback VDPAU/VAAPI driver paths on AppImages
Native packages and Flatpak/Snap packages both have properly set
driver path values embedded in libva.so/libvdpau.so. Let's not go
splunking for drivers in random folders on those systems.
2024-05-25 14:39:09 -05:00
Cameron Gutman e130a15037 Remove dependency on AV_VAAPI_DRIVER_QUIRK_SURFACE_ATTRIBUTES for VDPAU wrapper identification
These quirks may be deprecated and no longer populated in an upcoming FFmpeg version.
2024-05-25 14:24:31 -05:00
Cameron Gutman 845ef147c9 Add new libva driver path values for Fedora 40 2024-05-25 14:22:43 -05:00
Cameron Gutman fb17c15cfd Update VCRedist 2024-05-25 11:54:29 -05:00
Marocco2 bb74cedf59 Translated using Weblate (Italian)
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/it/
2024-05-25 15:09:12 +02:00
Mike 9af6906380 Translated using Weblate (Polish)
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pl/
2024-05-24 08:09:10 +00:00
gallegonovato c1ae3cceda Translated using Weblate (Spanish)
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2024-05-24 08:09:10 +00:00
Loïc Hesling e1e3bd512f Translated using Weblate (French)
Currently translated at 100.0% (240 of 240 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2024-05-24 08:09:09 +00:00
Cameron Gutman cf3ff32340 Rerun lupdate and lrelease 2024-05-23 00:28:10 -07:00
Cameron Gutman 2c98deeae3 Merge remote-tracking branch 'origin/weblate' 2024-05-23 00:26:16 -07:00
Cameron Gutman a572681737 Add --hdr and --no-hdr command-line arguments
Fixes #1287
2024-05-22 23:28:14 -07:00
Cameron Gutman e78b389bc0 Fix passing incorrect 'this' pointer to quitRunningApp()
This worked before due to Qt behavior that was changed in https://codereview.qt-project.org/c/qt/qtdeclarative/+/450393
to generate a warning in this situation. The old behavior remains the default, but this change avoids a warning in the logs.
2024-05-22 23:11:52 -07:00
Роман 83ec929758 Translated using Weblate (Russian)
Currently translated at 83.6% (199 of 238 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2024-05-21 20:02:01 +02:00
Cameron Gutman 9117f6565e Don't clobber existing std handles when attaching to the parent console
Fixes #1270
2024-05-11 23:38:32 -05:00
Cameron Gutman aa33432c81 Detect whether to log to file based upon whether stderr was redirected 2024-05-11 23:24:36 -05:00
Cameron Gutman e25d9b0da2 Only use SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES=0 for native notched resolution
Full-screen and borderless windowed are now fully indistinguishable on macOS to avoid user confusion.

Fixes #861
2024-05-11 19:58:36 -05:00
Cameron Gutman 0dfa8a7b53 Override fullscreen mode if necessary for native resolutions to work as expected
Fixes #1244
2024-05-11 19:55:08 -05:00
Cameron Gutman 85a9f85c54 Add support for listing notch and notchless native resolution options 2024-05-11 19:48:01 -05:00
Cameron Gutman ed68f920f1 Avoid polluting source tree with NuGet cache files during WiX build 2024-05-11 15:08:30 -05:00
Cameron Gutman f9a4498f9b Upgrade to WiX v5.0.0 2024-05-11 15:08:10 -05:00
Cameron Gutman 4d1acf2e30 Don't invoke signal handlers directly
This generates a runtime warning on Qt 6.7
2024-05-06 19:16:10 -07:00
Cameron Gutman db4739b82d Remove warn_off configuration for moonlight-common-c subproject
We can just turn off unused parameter warnings instead of all warnings.
2024-05-05 18:52:21 -05:00
gallegonovato 38bf833708 Translated using Weblate (Spanish)
Currently translated at 100.0% (238 of 238 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2024-05-05 07:07:20 +02:00
Cameron Gutman 364093aef8 Prevent a deadlock if the audio device stops consuming data 2024-05-04 21:22:38 -05:00
Cameron Gutman 6d220a9062 Allow audio to recover if no audio devices were present during stream start 2024-05-04 21:13:00 -05:00
Jorys Paulin abec8b3fe1 Translated using Weblate (French)
Currently translated at 100.0% (238 of 238 strings)

Co-authored-by: Jorys Paulin <paulinjorys5@gmail.com>
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
Translation: Moonlight Game Streaming/moonlight-qt
2024-05-02 09:07:13 +02:00
Cameron Gutman 93ed985043 Rerun lupdate and lrelease 2024-04-30 22:53:23 -05:00
Cameron Gutman 23c737cab9 Split details dialog into multiple lines for easier translation 2024-04-30 22:53:23 -05:00
Cameron Gutman cb850f013a Add Central Kurdish language (disabled until it's completed) 2024-04-30 22:53:15 -05:00
Cameron Gutman 6bd964a094 Merge remote-tracking branch 'origin/weblate' 2024-04-30 22:27:09 -05:00
Cameron Gutman 419c788ab5 Remove save() call that is no longer necessary since d1ccd19 2024-04-30 21:42:38 -05:00
Jorys Paulin a412100a11 feat: added show performance overlay preference (#1209) 2024-04-30 21:37:52 -05:00
Cameron Gutman 0531666f38 Apply some minor cosmetic improvements to the details dialog 2024-04-30 21:36:59 -05:00
Jorys Paulin c096238998 Add "View details" to PC list (#1221)
* feat: add view pc details menu item

* feat: show mac address

* fix: cast mac byte array to string
2024-04-30 21:23:25 -05:00
Hans Gaiser 211fec0ff0 Send WOL packet when seeking a computer. 2024-04-30 21:05:33 -05:00
Dylan Frankcom 58e27875ae Fix Raised Black Levels on Steam Deck OLED (#1265)
Add getDecoderColorRange to plvk
2024-04-30 20:31:00 -05:00
Ahmed kurdish 954e6608a1 Added translation using Weblate (Kurdish (Central))
Co-authored-by: Ahmed kurdish <nikogaming500@gmail.com>
2024-04-29 21:06:00 +02:00
Cameron Gutman 1cd588f25c Don't set relative warp mode based on absolute/relative mouse mode
This breaks pointer capture on Wayland when we start in absolute mouse
mode (since warp is not supported on Wayland). It's also confusing to
users because it leads to different relative mouse acceleration curves
based on whether you start a stream in relative mode or not.
2024-04-27 17:13:02 -05:00
Cameron Gutman ebfe035a18 Set SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP=0 to resolve pointer lock issue on Wayland
SDL will try to lock the mouse cursor on Wayland if it's not visible in order to
support applications that assume they can warp the cursor (which isn't possible on
Wayland). We don't want this behavior because it interferes with seamless mouse
mode when toggling between windowed and fullscreen modes by unexpectedly locking
the mouse cursor.
2024-04-27 16:49:51 -05:00
Yutaro Urata 6f22ed13c1 Translated using Weblate (Japanese)
Currently translated at 86.0% (185 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ja/
2024-04-24 21:07:16 +02:00
Cameron Gutman 4aa2b8570c Autorelease the system default Metal device 2024-04-19 00:29:51 -05:00
Cameron Gutman fe6562e31c Allow forcing Metal renderer on or off via VT_FORCE_METAL=1 and VT_FORCE_METAL=0 respectively 2024-04-19 00:27:45 -05:00
Cameron Gutman 654e386263 Only pace presentation if display sync is enabled 2024-04-19 00:17:13 -05:00
Cameron Gutman 76d0eb6b63 Avoid trying VDPAU when Vulkan is preferred
The VDPAU renderer causes interoperability issues with Vulkan.
2024-04-18 00:41:24 -05:00
Hans Gaiser 02d867fe09 Log to stderr instead of stdout. 2024-04-17 23:55:38 -05:00
Cameron Gutman 76ff53f09f Move warning dialog checks into the Window's onCompleted() function
The old issue with dialogs appearing behind the main window only impacts the old non-QC2 dialogs,
which we haven't used for several years.
2024-04-14 14:49:35 -05:00
Cameron Gutman 37d92dee16 Revert "Fix hiding the main UI window while streaming on Qt 6.7"
The original issue on Qt 6.7 was caused by conflicts with the window state set in main.qml
which was addressed by afbc49e39a.

The remaining issue with Qt 6.7 clobbering window state and position when hiding a window
looks like a legitimate Qt bug.

This reverts commit ebe270bec5.
2024-04-14 14:08:53 -05:00
Cameron Gutman afbc49e39a Apply the main window visibility property only at startup
Otherwise it can affect the state of the window when showing again streaming
2024-04-14 13:35:41 -05:00
Cameron Gutman d1ccd19fcc Make StreamingPreferences a proper singleton
This removes the need for several hacks in SettingsView to force updates and improves performance by not reloading preferences all over the place.
2024-04-14 13:01:30 -05:00
Cameron Gutman ebe270bec5 Fix hiding the main UI window while streaming on Qt 6.7 2024-04-13 00:05:49 -05:00
Cameron Gutman 784234c857 Fix updating bitrate text upon language change on Qt 6.7 2024-04-13 00:05:11 -05:00
Cameron Gutman 6a85996b4a Clear the minimized state on the Qt window if the SDL window is not minimized 2024-04-07 00:42:51 -05:00
Cameron Gutman c6710f93dc Enable Steam Controller detection on Steam Link
Fixes #697
2024-04-06 20:03:54 -05:00
Cameron Gutman 5e46c4ec2b Update Windows and Mac prebuilt libraries
SDL2 -> 1fa6142
FFmpeg -> 7.0
opus -> 1.5.1
dav1d -> 1.4.1
2024-04-06 19:56:38 -05:00
Cameron Gutman 011feab6ce Add workaround for broken Qt EGLFS card selection logic 2024-04-06 14:35:34 -05:00
Cameron Gutman f8c5d3c0ce Update AppImage libraries
FFmpeg -> 7.0
SDL2 -> 1fa61429
libplacebo -> 7b294350
2024-04-06 12:44:50 -05:00
Cameron Gutman 74d452bf35 Limit mDNS resolution retry count 2024-04-06 12:40:32 -05:00
Cameron Gutman fd2ff61a40 Support Vulkan AV1 decoding with FFmpeg 7.0 2024-04-06 12:31:14 -05:00
Cameron Gutman 8a87a09947 Flush stale gamepad events after checking for unmapped gamepads 2024-03-31 14:56:46 -05:00
Cameron Gutman cf544a8703 Don't reload preferences every time we poll for GUI gamepad input 2024-03-31 14:54:36 -05:00
Cameron Gutman 0e1190a059 Remove Optimus block for modern Nvidia drivers
Now that we use D3D11 and don't fall back to D3D9, it should be safe to allow Optimus again.

This will re-enable Optimus for D3D9 on Windows 8.1, but all of the reported problems were on Windows 10 so it will hopefully be a non-issue.

Fixes #1241
2024-03-28 21:06:15 -05:00
Cameron Gutman f2535f1e6e Avoid D3D9 fallback on lack of codec support unless a D3D11 FL11.0 GPU wasn't found
We'd rather not waste time (and risk crashes) loading the D3D9 driver if the GPU doesn't have the physical decoding hardware at all.
2024-03-26 23:59:18 -05:00
Cameron Gutman cefa567f95 Demote DXVA2 renderer to second pass of hwaccels 2024-03-26 23:04:54 -05:00
Cameron Gutman 9be782ae8e Fix some harmless compiler warnings 2024-03-26 21:59:39 -05:00
Cameron Gutman 610e07d4bd Improve state propagation between Qt and SDL windows 2024-03-26 21:42:13 -05:00
Marcos Del Sol Vives 75eb921a04 Improve VPN heuristics under Windows
The NDIS interface type will now be used also for matching, improving the
heuristics for multiple popular VPN implementations.

Fixes #1233
2024-03-26 01:20:53 -05:00
Cameron Gutman 97bd515b11 Remove leftover preferred Metal device logic 2024-03-26 01:16:57 -05:00
Cameron Gutman a45695a22a Rework Qt window handling during SDL window creation
- Avoids blindly enumeration all top-level windows
- Properly tracks screen changes during the connection process
- Starts stream window minimized if the Qt window was minimized

Fixes #1231
2024-03-24 21:38:54 -05:00
Cameron Gutman 0d67fd1ff0 Batch mouse motion events on the SDL side 2024-03-24 20:35:23 -05:00
Cameron Gutman a093a0ae59 Restore AVSampleDisplayLayer renderer for dGPU/eGPU systems
These sometimes have issues importing decoded frames for Metal rendering.
2024-03-24 17:47:29 -05:00
Cameron Gutman c9ad8ffa69 Stop using true fullscreen mode on Mac
It has numerous issues on modern Macs and seems to get worse every macOS release.
2024-03-24 13:55:43 -05:00
Cameron Gutman 9987914ebb Update SDL_GameControllerDB 2024-03-20 02:04:01 -05:00
Lukas Senionis fbfd6fb462 Update 0001-Vulkan-Don-t-try-to-reuse-old-swapchain.patch to compile with latest changes 2024-03-18 21:54:28 -05:00
Cameron Gutman bec053e3cf Update AppImage dependencies 2024-03-18 01:44:08 -05:00
Cameron Gutman d364b24378 Fix broken on-link detection that caused non-VPN WAN connections to use LAN MTU
Fixes #1101
2024-03-15 20:04:51 -05:00
Jorys Paulin 8c67586cd0 Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2024-03-11 20:01:49 +01:00
Cameron Gutman 89a628a0dd Use 'git apply' instead of 'git am' 2024-03-02 12:18:14 -06:00
Cameron Gutman 4fb9681b7f Update moonlight-common-c 2024-03-02 11:26:54 -06:00
Cameron Gutman c13128ca1d Add libplacebo patch from Chiaki4Deck to resolve AppImage hangs on Steam Deck 2024-03-02 11:25:53 -06:00
Cameron Gutman ceca83346b Use FIFO present mode for VSync 2024-03-02 11:19:52 -06:00
Jorys Paulin fc6c51c75a fix: add explicit width and height to discord icon 2024-02-18 15:28:47 -06:00
Jorys Paulin 161d91acf8 fix: fix discord icon on qt 5 2024-02-18 15:28:47 -06:00
Cameron Gutman 06ef10a2ad Update README to clarify requirements for Vulkan video
See #1186
2024-02-18 15:23:35 -06:00
Cameron Gutman 7b29b22192 Update dependencies
SDL -> df00a7dd4
SDL_ttf -> 2.22.0
FFmpeg -> 3e79074c4 (n6.1)
dav1d -> 1.4.0
libplacebo -> 3ba18d
2024-02-17 16:14:39 -06:00
Cameron Gutman 289a7165b3 Remove dSYM files from macOS app bundle
macdeployqt incorrectly copies these if they are installed, which bloats the final DMG significantly.

See https://bugreports.qt.io/browse/QTBUG-56590
2024-02-17 14:19:05 -06:00
Cameron Gutman 62011c37f4 Fix build with SDL 2.0.20 and earlier
Fixes #1186
2024-02-17 13:31:53 -06:00
Cameron Gutman 919e44b29b Fix __builtin_cpu_supports(aes) for GCC 6-9 2024-02-17 13:28:32 -06:00
Cameron Gutman 32be1b158b Update VCRedist 2024-02-16 23:06:52 -06:00
Cameron Gutman f635860afd Update to WiX 4.0.4 2024-02-16 23:05:58 -06:00
Cameron Gutman 3b078f095b Update AppVeyor image for macOS 2024-02-16 23:01:44 -06:00
Jorys Paulin 72fc7ea31a feat: update discord icon 2024-02-16 22:36:26 -06:00
Vag Ko f4edd1e63a Translated using Weblate (Greek)
Currently translated at 79.5% (171 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/el/
2024-02-12 22:02:05 +01:00
Jorys Paulin 6011384afe Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2024-02-11 10:01:59 +01:00
Cameron Gutman 896456a8ac Wait for command buffer completion before returning from renderFrame() 2024-02-11 00:15:32 -06:00
Cameron Gutman 8959ddbeb6 Rewrite overlay support in Metal renderer to avoid additional subviews
Subviews cause our Metal layer to fall out of the direct composition path on Intel hardware
2024-02-11 00:15:07 -06:00
Cameron Gutman 767215fce5 Rewrite old frame pacing logic for Metal renderer 2024-02-10 22:49:13 -06:00
Cameron Gutman 3ef05f3a35 Completely switch to D3D11VA over DXVA2 for supported GPUs in all scenarios
Fixes #1179
2024-02-09 01:24:03 -06:00
Cameron Gutman 12624bc5c4 Avoid the composited display path for our Metal layer 2024-02-08 18:19:01 -06:00
Cameron Gutman 5bd0dea85d Enable Metal validation in debug builds 2024-02-08 18:07:43 -06:00
Cameron Gutman 80242f2e90 Fix Metal debug layer validation errors 2024-02-08 18:06:46 -06:00
Cameron Gutman cf3e328f9d Add seamless resize support for Metal renderer 2024-02-08 18:05:47 -06:00
Bàn Hải Dương 150002d4d4 Translated using Weblate (Vietnamese)
Currently translated at 90.2% (194 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/vi/
2024-02-08 16:01:48 +01:00
Cameron Gutman b972a22459 Use SDL helpers to create Metal view 2024-02-07 03:26:09 -06:00
Cameron Gutman db06239018 Rewrite the macOS renderer using CAMetalLayer
This allows v-sync to be disabled on macOS and lets us remove a whole bunch of old hacks.

Further optimizations of the new renderer are still needed.
2024-02-07 02:40:35 -06:00
boogie bdc7d53515 Only give "pixel_format=nv12" option to v4l2m2m or v4l2requests decoders
pixel_format is a global option which changes avctx->pix_fmt to the
given format, and overrides the AV_PIX_FMT_DRM_PRIME requirement of a
decoder. So v4l2 out of tree patches has done some exception which is
not perfectly nice, therefore limit this option only if the given
decoder is v4l2 decoder. Otherwise rockchip mpp based ffmpeg decoders
can not work properly
2024-02-06 00:09:34 -06:00
Cameron Gutman 7f83b79c19 Update AppImage dependencies 2024-02-05 23:11:02 -06:00
Cameron Gutman 47b3aff352 Update moonlight-common-c with RTSP encryption 2024-02-05 23:01:25 -06:00
Cameron Gutman 679f237c1b Update bug report template 2024-02-05 22:16:49 -06:00
Cameron Gutman 3d8de56f25 Add fast AES detection for RISC-V using hwprobe() syscall 2024-01-23 02:28:28 -06:00
Vadym Nekhai 801cebbbc7 Translated using Weblate (Ukrainian)
Currently translated at 35.8% (77 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/uk/
2024-01-22 06:01:48 +01:00
Cameron Gutman 66fb0465c4 Update moonlight-common-c with finalized encryption changes 2024-01-19 19:05:59 -06:00
Cameron Gutman 8bbc9b2c57 Fix build with old ARM headers and opt-out of fast AES on RISC-V for now 2024-01-15 17:36:57 -06:00
Cameron Gutman be7694dd8b Improve fast AES heuristic for Linux ARM and unknown platforms 2024-01-15 14:16:56 -06:00
Cameron Gutman ce8b24dfa7 Implement fast AES detection logic for Windows and macOS 2024-01-15 13:40:13 -06:00
Cameron Gutman 75ddac54c5 Update moonlight-common-c with new encryption features 2024-01-15 13:35:39 -06:00
Cameron Gutman b01a83ff39 Send pen input as pen events on Windows 2024-01-12 23:40:24 -06:00
Cameron Gutman c3e886fbcc Use drmIoctl() instead of bare ioctl() to handle EINTR/EAGAIN 2024-01-05 18:33:17 -06:00
Cameron Gutman e20d56041e Fix rare race condition in overlay update code 2023-12-31 15:21:18 -06:00
Cameron Gutman 114074bfd8 Don't set HDR metadata on the DXGI swapchain
This is no longer recommended by Microsoft due inconsistencies with display support for HDR metadata.
2023-12-31 15:15:06 -06:00
Cameron Gutman e44e29e7eb Update moonlight-common-c with X-SS-Connect-Data support 2023-12-29 23:15:41 -06:00
Cameron Gutman 03663d5552 Fix integer promotion issue in gamepad state merging 2023-12-29 16:06:53 -06:00
Cameron Gutman dce2a857f7 Merge all gamepad state when in single controller mode 2023-12-28 16:28:40 -06:00
Cameron Gutman 61f71a318e Expose PLVK_DEBUG_EXTRA for enabling extra debug layers 2023-12-27 15:40:01 -06:00
Cameron Gutman 646ce2bf66 Handle occlusion of the Vulkan window without recreating the renderer over and over 2023-12-27 15:36:59 -06:00
Cameron Gutman 2bbae90e2c Revert "Unconditionally override host-reported minimum luminance value"
This reverts commit 770872238d.
2023-12-26 15:46:25 -06:00
Cameron Gutman bb8e229814 Swap buffers in waitToRender() instead of renderFrame() 2023-12-26 15:45:31 -06:00
Cameron Gutman 9ed8252cc6 Display error codes when the connection is terminated 2023-12-22 14:12:59 -06:00
Cameron Gutman 2cef09471b Remove manual hwframe ctx setup for D3D11VA
It was apparently never necessary, since FFmpeg's default behavior of
avcodec_get_hw_frames_parameters() + av_hwframe_ctx_init() makes a
context that exactly matches the one we constructed manually.
2023-12-22 02:45:11 -06:00
Cameron Gutman 2d15382e31 Fix libplacebo renderer build on Windows 2023-12-21 18:12:19 -06:00
Cameron Gutman 770872238d Unconditionally override host-reported minimum luminance value 2023-12-18 16:43:17 -06:00
Cameron Gutman 2a05b890d8 Enable transparent resizing and display changes for supported renderers 2023-12-17 21:15:40 -06:00
Cameron Gutman 481f23b6e9 Remove some dependencies on fixed window and frame sizes 2023-12-17 20:39:26 -06:00
Cameron Gutman 4e7107a09e Use the crop rect from the pl_frame instead of the raw AVFrame dimensions 2023-12-17 19:06:56 -06:00
Cameron Gutman 0223394725 Fix manual codec options when using Vulkan for HDR
For now, we can't switch between GL and Vulkan on a single window, so performing decoder
probes with 8-bit formats may activate EGLRenderer which breaks Vulkan on our window.

It also speeds up stream launch validation for HDR cases in general, since we don't
perform unnecessary decoder probes for 8-bit profiles when the user wanted 10-bit.
2023-12-17 18:53:13 -06:00
Cameron Gutman 058739321c Move vkAcquireNextImageKHR() into waitToRender() so it can overlap with new frame arrival 2023-12-17 16:47:38 -06:00
Cameron Gutman 708bec2937 Rewrite Vulkan device selection logic to handle multi-GPU systems better 2023-12-17 15:46:10 -06:00
Cameron Gutman c939537c5c Synchronize swapchain and pl_frame colorspace values 2023-12-16 17:36:02 -06:00
Cameron Gutman 9497657c83 Fix handling of zero minimum HDR luminance 2023-12-16 17:28:35 -06:00
Cameron Gutman d4050f3a4f Add HDR metadata to each AVFrame 2023-12-16 17:02:53 -06:00
Cameron Gutman c74c4ef041 Fix native Vulkan video decoding (non-imported frames) 2023-12-16 16:21:54 -06:00
Cameron Gutman d75663052d Fix a few minor Vulkan renderer bugs 2023-12-16 16:18:19 -06:00
Cameron Gutman 8f2db99406 Enable libdrm in AppImage FFmpeg build to support DRM-PRIME to Vulkan hwframe mapping 2023-12-14 17:48:45 -06:00
Cameron Gutman 6a58dbb05e Disable 10-bit SDR swapchains on Vulkan due to inconsistent dithering behavior 2023-12-14 17:46:06 -06:00
Cameron Gutman 8aeb976128 Require a test frame for Vulkan video decoding 2023-12-14 17:44:58 -06:00
Cameron Gutman 7d51a4b67d Fix incorrect overlay colors in Vulkan renderer 2023-12-14 17:43:54 -06:00
Cameron Gutman f7d412e3bf Fix FFmpeg configure args 2023-12-14 00:21:39 -06:00
Cameron Gutman 4469c7fae3 Build AppImage with libplacebo and Vulkan video support 2023-12-13 18:26:00 -06:00
Cameron Gutman ee95efc0f1 Improve Vulkan renderer debuggability 2023-12-13 01:08:32 -06:00
Cameron Gutman 3ddc8ad68a Fix crash if pl_vulkan_create() fails 2023-12-13 01:04:54 -06:00
Cameron Gutman 333d97160e Add opt-in for Vulkan rendering for SDR content with PREFER_VULKAN=1 2023-12-13 01:03:27 -06:00
Cameron Gutman aac5ad3fd0 Add a libplacebo-based Vulkan renderer for HDR and Vulkan video decoding support
Vulkan H.264/HEVC video decoding isn't supported with Fedora's Mesa binaries due to
patent issues, so only the VAAPI/DRM-PRIME import path was tested locally with ANV.

HDR video is getting tonemapped to my SDR monitor reasonably, so HDR output probably
works with GameScope but I haven't confirmed yet.

See #1117
2023-12-12 23:54:23 -06:00
Cameron Gutman 1ef083c952 Update moonlight-common-c to remove per-codec bitrate adjustments 2023-12-03 22:21:10 -06:00
Cameron Gutman c63b918bb2 Don't hardcode the server signature length 2023-11-29 21:53:49 -06:00
Jorys Paulin 4dba4ad538 Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-11-04 14:32:16 +01:00
NicolasS 83fcad6bd1 Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-11-03 13:43:42 +01:00
Jorys Paulin e08178474d Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-11-03 13:43:42 +01:00
Cameron Gutman f374e88bac Update README.md
Added new SBC packages and updated build requirements
2023-11-03 00:13:50 -05:00
Cameron Gutman 3cb169ea26 Fix CUDA build without KMSDRM enabled 2023-11-01 22:49:18 -05:00
Cameron Gutman 58f87e39a9 Prepare for v5.0.1 2023-11-01 21:49:03 -05:00
Cameron Gutman b1c8005d1a Disable libdrm in AppImage build 2023-11-01 21:44:44 -05:00
Cathy J. Fitzpatrick f8a2e22a18 Update moonlight-common-c to eb67a2fd (2023-10-26) 2023-11-01 20:31:19 -05:00
Cameron Gutman 7ea118fbae Fix dark mode on Windows with Qt 6.5+ 2023-11-01 20:30:34 -05:00
Cameron Gutman 2149024c35 Rerun lupdate and lrelease 2023-11-01 20:02:40 -05:00
Cameron Gutman f5d71c8c9a Merge remote-tracking branch 'origin/weblate' 2023-11-01 20:01:25 -05:00
Cameron Gutman e108a05895 Bump WiX SDK to 4.0.2 2023-11-01 19:58:29 -05:00
Cameron Gutman ea8bccd508 Fix typo causing libva-drm only to be enabled if libva-wayland is present 2023-11-01 17:39:24 -05:00
maicolbattistini bca919c48c Translated using Weblate (Italian)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/it/
2023-10-21 04:13:46 +00:00
Jorys Paulin 511ffe03b5 Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-10-21 04:13:45 +00:00
Cameron Gutman 413993ab6f Bump release date in appstream 2023-10-18 00:45:10 -05:00
Cameron Gutman 948b9c818a Add workarounds for some SDL joystick index issues 2023-10-18 00:42:59 -05:00
Cameron Gutman cf615ea88d Update SDL2 to fix HIDAPI joystick crash 2023-10-18 00:41:53 -05:00
Cameron Gutman 2d1e16fe50 Update moonlight-common-c 2023-10-16 22:42:46 -05:00
Cameron Gutman 089c3d3ad3 Prepare for v5.0.0 2023-10-16 19:04:40 -05:00
Cameron Gutman 63e3fa6609 Disable ATS 2023-10-16 18:13:13 -05:00
Cameron Gutman 8a7fa7e559 Update moonlight-common-c 2023-10-16 18:06:45 -05:00
Cameron Gutman 989a90a0f7 Rerun lupdate and lrelease 2023-10-15 20:30:46 -05:00
Cameron Gutman a707720577 Merge remote-tracking branch 'origin/weblate' 2023-10-15 20:28:04 -05:00
Cameron Gutman eef270de26 Fix HDR with external displays on macOS Sonoma
Fixes #1079
2023-10-15 15:30:41 -05:00
Cameron Gutman 0ac765bc32 Revert SDL audio buffer size on macOS to v4.3.1 value
Fixes #1071
2023-10-15 13:17:00 -05:00
Cameron Gutman e76551cb64 Use the PC name alone as the streaming window title on macOS 2023-10-15 13:15:38 -05:00
Cameron Gutman 4fd902a0d3 Update moonlight-common-c 2023-10-15 13:04:31 -05:00
Cameron Gutman 9cba449092 Add config option to allow EGL usage when built with MMAL 2023-10-15 13:03:47 -05:00
Cameron Gutman 905b2ecf9e Change AV1 bitrate multiplier to match HEVC 2023-10-15 12:51:23 -05:00
Cameron Gutman 53c2c612c9 Add Share+PS combo for clickpad button emulation on PS4/5 controllers 2023-10-14 01:46:50 -05:00
Cameron Gutman 8ffadde9cc Update SDL2 in AppImage for PulseAudio fix and gamepad sensor support 2023-10-14 00:39:42 -05:00
Jorys Paulin f569bf633c Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-10-13 12:01:28 +02:00
Cameron Gutman 6eb5e07007 Fix warnings in 32-bit builds 2023-10-12 19:05:52 -05:00
Cameron Gutman f07201baa9 Update moonlight-common-c 2023-10-12 18:46:35 -05:00
Cameron Gutman 9120fd01a8 Adjust MMAL and RPi workarounds for Pi 5 and Bookworm support 2023-10-12 18:46:11 -05:00
Cameron Gutman c14cc70a6a Also check for V3D compatible IDs 2023-10-08 16:52:54 -05:00
Cameron Gutman a66f91ae3c Update moonlight-common-c 2023-10-08 16:29:59 -05:00
Cameron Gutman 7e4fddbe62 Only block EGL rendering on Pi 4 and earlier
Hopefully Pi 5 is powerful enough to at least render 1080p 60 FPS.
2023-10-08 16:16:33 -05:00
Cameron Gutman 0ff9f8c55a Update dav1d to 1.3.0 2023-10-06 00:26:44 -05:00
Cameron Gutman 6f710faa8e Fix EGL loading in the AppImage 2023-10-05 23:05:07 -05:00
Cameron Gutman 2127e1d90b Allow h264_v4l2m2m to be used in RPi builds if manually specified 2023-10-05 18:37:14 -05:00
Cameron Gutman 9d73aa6b4a Fix DrmRenderer not falling back to swframes if DRM PRIME is available 2023-10-05 18:13:52 -05:00
Cameron Gutman a2f23b7053 Fix automatic VA DRM driver selection with libva 2.20 2023-10-05 18:12:12 -05:00
Cameron Gutman 5974980aff Use BT.709 in DrmRenderer only on Starfive devices 2023-10-05 18:10:36 -05:00
Cameron Gutman 6fa53691aa Fix implicit default constructor warning 2023-10-02 17:42:35 -05:00
Cameron Gutman 49e0679864 Synchronize with possible concurrent writers to the NvComputer object 2023-10-01 17:46:27 -05:00
Cameron Gutman 0976bc39b3 Only reserialize hosts if a serializable attribute changed 2023-10-01 17:28:06 -05:00
Cameron Gutman facd6e4e56 Revert "Batch delayed flushes to improve performance on macOS"
This reverts commit aa74e6930b.
2023-10-01 16:33:14 -05:00
Cameron Gutman d2dc0aa1b1 Don't serialize apps for the host backup
This takes a ton of time on macOS and most of the data is just a local cache anyway
2023-10-01 16:13:22 -05:00
Cameron Gutman aa74e6930b Batch delayed flushes to improve performance on macOS 2023-10-01 15:26:28 -05:00
Jorys Paulin b7811bf196 Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-10-01 10:59:44 +00:00
Cameron Gutman 18130fd8de Use BT.601 for planes that lack COLOR_ENCODING properties 2023-09-29 18:30:39 -05:00
Cameron Gutman b6d4f97e96 Check that the chosen plane supports the decoded frame pixel format 2023-09-29 17:22:49 -05:00
Cameron Gutman 0dd0112518 Don't export EGLImages for software frames 2023-09-29 17:20:50 -05:00
Cameron Gutman 5711e6064e Allow reuse of an active plane for devices with only one usable plane per CRTC 2023-09-29 17:19:44 -05:00
Cameron Gutman 517b684f85 Handle EGL driver returning no supported formats or modifiers for DMA-BUF import 2023-09-27 01:31:01 -05:00
Cameron Gutman 39465f6d8a Override some Material 3 colors to improve contrast 2023-09-27 00:51:51 -05:00
Cameron Gutman 738813cbac Add fallback definition for EGLuint64KHR 2023-09-26 23:22:25 -05:00
Cameron Gutman c2778e040a Build fix for old EGL headers 2023-09-26 23:16:22 -05:00
Cameron Gutman 1efdeeb9dc Export composed VA surface layers for EGL import if supported
Importing composed formats is more efficient and performant because it allows
tiled and/or compressed surfaces to be directly sampled by shaders without
requiring a conversion to a linear planar format first.
2023-09-26 22:58:13 -05:00
Cameron Gutman b01dfea343 Refactor EGLImage creation into a separate shared class 2023-09-26 21:03:19 -05:00
Cameron Gutman e143293e91 Update our plist to activate Game Mode on Sonoma 2023-09-26 18:28:14 -05:00
Cameron Gutman f420dc740a Set EGL_IMAGE_PRESERVED_KHR=EGL_TRUE on our EGLImages
They're mapped read-only and may be saved internally as reference frames,
so they must not be modified by the EGL implementation.
2023-09-26 02:38:46 -05:00
Jen Kung-chih 2e532224b7 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2023-09-24 19:59:50 +00:00
Jorys Paulin cb8366a7e5 Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-09-24 19:59:49 +00:00
Cameron Gutman fee54a9d76 Update moonlight-common-c to pick up various fixes 2023-09-23 13:33:54 -04:00
Cameron Gutman dc556d3c9b Try to fix Windows build 2023-09-23 13:33:21 -04:00
Cameron Gutman 4fed3802aa Fix signed vs unsigned comparison warning 2023-09-23 11:15:41 -04:00
Cameron Gutman f7bb4611e9 Replace uses of strcpy() and sprintf() 2023-09-23 11:15:21 -04:00
Artur Szulc 57791eec62 Translated using Weblate (Polish)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pl/
2023-09-22 20:59:07 +00:00
Cameron Gutman e1e3d8e710 Update AppImage to libva 2.20.0 2023-09-20 19:29:43 -05:00
Cameron Gutman 654be492a0 Avoid using LFS64 interfaces with Musl 2023-09-18 20:07:56 -05:00
Cameron Gutman 1df0da4d4a Also use test frame decoding parameters when creating a test renderer 2023-09-14 18:21:53 -05:00
Cameron Gutman 1dd6cdb567 Use the correct width and height of the test frame when performing the test decode
Using the stream resolution instead of the test frame resolution was causing all non-720p streams to fail on the VisionFive 2 board with the wave5 driver.

It also likely fixes a similar interoperability issue with the qcom-venus driver that was reported in #1042
2023-09-14 18:16:45 -05:00
Cameron Gutman edfb3cfdc8 Update OpenSSL to 1.1.1w for Windows and Mac builds 2023-09-12 19:36:48 -05:00
Cameron Gutman c6a8f44640 Don't set currentIndex to -1 while reinitializing
It causes warnings in other code that have property bindings to currentIndex
2023-09-12 19:28:33 -05:00
Cameron Gutman b7301d4415 Rerun lupdate and lrelease 2023-09-12 19:19:31 -05:00
Cameron Gutman 4d668702b5 Merge remote-tracking branch 'origin/weblate' 2023-09-12 19:18:14 -05:00
Cameron Gutman f4b0f4d78f Functionally revert f60e7241
Switching to indirect rendering has a high risk of performance and functionality regressions,
so let's just continue using AVSampleBufferDisplayLayer until we have a Metal renderer
since #973 is fixed.

This isn't an actual revert because we want to still keep the indirect override around.
2023-09-12 18:36:53 -05:00
Cameron Gutman 7100262e09 Update build requirements 2023-09-12 18:26:03 -05:00
Cameron Gutman e516943d53 Guard SDL_ControllerSensorEvent usage by SDL version check 2023-09-12 18:10:06 -05:00
Cameron Gutman fd41226cdd Support fully-planar output in DrmRenderer 2023-09-12 18:08:48 -05:00
Cameron Gutman 47b04eee3e Remove use of deprecated QByteArray::count() 2023-09-12 18:07:44 -05:00
Cameron Gutman 24ee6f96e1 Don't filter SOPS option by active resolutions with Sunshine 2023-09-11 21:25:29 -05:00
Cameron Gutman 6e34c21175 Fix signed integer overflow found by UBSan 2023-09-11 21:23:39 -05:00
Cameron Gutman 64789ea8bc Destroy the VTRenderer before leaving fullscreen
Fixes #973
2023-09-11 21:07:54 -05:00
Cameron Gutman 2ac7176787 Fix a bunch of memory leaks in the VTRenderer
It appears the leaked AVSampleBufferDisplayLayer may be causing the hang in #973
2023-09-11 20:49:35 -05:00
Cameron Gutman b968886594 Round default bitrates to the nearest megabit 2023-09-11 01:18:52 -05:00
Cameron Gutman 2f9c44103b Automatically scroll the SettingsView to ensure the focused item is visible
Also removed old manual scrolling code from SdlGamepadKeyNavigation as it was broken on Qt 6 anyway.
2023-09-11 00:08:20 -05:00
Cameron Gutman e9ed4940cd Interpolate between entries in our default bitrate table 2023-09-10 22:34:20 -05:00
Cameron Gutman 85b5845ebb Switch to Qt 6.5 for Windows ARM64 build 2023-09-10 18:43:51 -05:00
Cameron Gutman 6f4db913aa Update jom and vswhere
jom -> 1.1.4
vswhere -> 3.1.7
2023-09-10 16:55:19 -05:00
Cameron Gutman 2d20c711a6 Move Qt ARM64 patching into the install section 2023-09-10 16:50:41 -05:00
Cameron Gutman 2e829bc85f Fix corecrt_math_defines.h macro redefinition warnings with MSVC Qt 6 builds 2023-09-10 16:48:24 -05:00
Cameron Gutman acddc3cabd Fix ARM64 builds in AppVeyor
We have to replace some files that were built with incorrect paths
2023-09-10 16:32:42 -05:00
Cameron Gutman a16647f16c Always include ARM64 in the installer bundle 2023-09-10 15:16:02 -05:00
Cameron Gutman 3e3f384218 Fix indentation after WiX v4 autoconversion 2023-09-10 15:16:02 -05:00
Cameron Gutman 45a98a391a Produce Windows ARM64 binaries in CI 2023-09-10 15:15:53 -05:00
Cameron Gutman c9992201ce Support building with Qt 6's official ARM64 SDK binaries 2023-09-10 15:06:42 -05:00
Cameron Gutman 80062d262e Remove manual qmlcachegen invocation for internal Qt QML files
It's not safe to always assume we can always precompile everything.
Instead set QML_CACHE_DIR to ensure the files go to our desired location.
2023-09-10 15:03:53 -05:00
Zan 1456 652f7a7710 Translated using Weblate (Hungarian)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/hu/
2023-09-09 21:55:43 +02:00
gallegonovato 7e7e50ada2 Translated using Weblate (Spanish)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2023-09-09 21:55:42 +02:00
Cameron Gutman 87eba9bb89 Fix build on Qt 5.13 and earlier 2023-09-09 14:22:47 -05:00
Cameron Gutman da1fcd49fc Increase audio buffer size to reduce the chance of underruns 2023-09-09 12:56:05 -05:00
Cameron Gutman c98289a9e7 Use DMA_BUF_IOCTL_SYNC to synchronize swframe copies 2023-09-09 12:19:40 -05:00
Cameron Gutman 1d0b65f798 Log the active SDL audio driver 2023-09-09 11:46:06 -05:00
Cameron Gutman 3094185cd6 Also skip SDL_RENDERER_PRESENTVSYNC on Wayland 2023-09-09 10:41:33 -05:00
Cameron Gutman aaff04167b Only skip SDL_RENDERER_PRESENTVSYNC on Windows
macOS can still tear when using the Metal renderer backend.
2023-09-09 08:00:13 -05:00
Cameron Gutman 21bba02e6f Allow render thread usage with Metal 2023-09-09 07:45:42 -05:00
Cameron Gutman f60e724167 Default to indirect rendering on Apple Silicon
Hopefully the UMA makes the performance impact of reimporting frames negligible
until we can get a proper Metal renderer to replace AVSampleBufferDisplayLayer.
2023-09-09 07:44:11 -05:00
Cameron Gutman 7551e90899 Adjust AV1 surface alignment to match FFmpeg behavior 2023-09-08 23:13:29 -05:00
Cameron Gutman 715429c13c Print error dialogs and warning toasts to the log 2023-09-08 23:00:00 -05:00
Cameron Gutman 7976189d56 Bump macOS nightlies to Qt 6.4 2023-09-08 19:54:58 -05:00
Cameron Gutman 47d1eff45d Don't rasterize layers in fullscreen
The original artifacting bug didn't manifest in fullscreen anyway.
2023-09-08 19:53:01 -05:00
bittin1ddc447d824349b2 073df32b01 Translated using Weblate (Swedish)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/sv/
2023-09-08 11:59:30 +02:00
Zan 1456 e8ec7efa5c Translated using Weblate (Hungarian)
Currently translated at 33.4% (72 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/hu/
2023-09-08 11:59:29 +02:00
sanhoe f08cdae2b4 Translated using Weblate (Korean)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2023-09-08 11:59:29 +02:00
weng weng 1389d29d8c Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2023-09-08 11:59:28 +02:00
Jorys Paulin d4bfde7906 Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-09-08 11:59:28 +02:00
reloxx13 fe73c36958 Translated using Weblate (German)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2023-09-08 11:59:28 +02:00
Cameron Gutman a97f6d90f4 Fix Linux build break 2023-09-08 02:04:15 -05:00
Cameron Gutman 0735f164a8 Revert back to model reset for updating the computer list
It's possible that multiple changes occur in parallel, so we can't rely on receiving them one at a time
even if the callbacks are synchronized. Handling this substantially complicates the logic such that
it's not really worth doing individual insertions and deletions anymore.

This reverts 94d821a4a9 and replaces it with a solution
that is basically the old code except that it properly handles changes to the structure of the list.
2023-09-08 02:02:21 -05:00
Cameron Gutman 9de0c215ba Don't allow custom frame rates below 10 FPS 2023-09-08 00:59:56 -05:00
Cameron Gutman 56474822f7 Don't scale bitrate linearly with frame rate beyond 60 FPS 2023-09-08 00:59:33 -05:00
Cameron Gutman 98b18d89eb Fix libva-x11 build in AppImage 2023-09-06 19:25:42 -05:00
Cameron Gutman 78ea79b95a Quiet new -Wswitch warnings 2023-09-05 22:51:08 -05:00
Cameron Gutman acbe503c12 Fix NVIDIA VAAPI X11 deprioritization check to actually check for X11 2023-09-05 20:46:43 -05:00
Cameron Gutman 0261c41574 Revert "Prefer nvidia-vaapi-driver over VDPAU for AV1"
libvdpau 1.5 has supported this for a while and we'll fall
back to VAAPI if VDPAU doesn't work.

This reverts commit 42960b7bf1.
2023-09-05 20:39:28 -05:00
Cameron Gutman c8182dfab3 Use BT.709 for DrmRenderer 2023-09-05 19:28:22 -05:00
Cameron Gutman 2eee9c019f Force the Material theme since our UI relies on it 2023-09-05 19:25:09 -05:00
Cameron Gutman 9ed40b5d9f Add chroma siting metadata to EGL exported frames 2023-09-05 18:30:01 -05:00
Cameron Gutman ebc4c71c72 Fix handling of non-standard hwaccel decoders that also set AV_CODEC_CAP_HARDWARE 2023-09-04 23:40:59 -05:00
Cameron Gutman dec5a6370e Fix build with Qt 5 2023-09-03 19:42:19 -05:00
Cameron Gutman 519858b708 Link to Sunshine 2023-09-03 18:04:31 -05:00
Cameron Gutman 8fcc4cf7fe Update readme and metadata with new features 2023-09-03 18:03:34 -05:00
Cameron Gutman 2f78350696 Change PC offline overlay to match new Play and Stop icons 2023-09-03 17:44:15 -05:00
FrogTheFrog 85d4037a89 Allow to specify gamepad GUIDs to be ignored when streaming 2023-09-03 16:24:05 -05:00
Cameron Gutman d165bf7498 Sort the host list 2023-09-03 16:20:29 -05:00
Cameron Gutman 94d821a4a9 Process insertions and moves in the ComputerModel without resetting 2023-09-03 16:19:24 -05:00
Cameron Gutman 6a854f7a64 Limit default bitrate to one decimal place 2023-09-02 20:15:18 -05:00
Cameron Gutman d76675f4b1 Fix handling of frame rates below 30 FPS 2023-09-02 20:05:27 -05:00
Cameron Gutman 4a7e43ccb6 Improve play and quit button visibility 2023-09-02 19:57:08 -05:00
Cameron Gutman b53333d1ba Refresh the bitrate text when the language changes 2023-09-02 18:47:42 -05:00
Cameron Gutman f1f3c8bfb9 Rerun lrelease 2023-09-02 18:42:39 -05:00
Cameron Gutman e580e7c672 Prune obsolete strings 2023-09-02 18:42:01 -05:00
Cameron Gutman a62fd96269 Rerun lupdate 2023-09-02 18:41:27 -05:00
Cameron Gutman a1d592bb87 Fix loss of all paired computers if Moonlight is terminated while writing the computer list 2023-09-02 16:43:25 -05:00
Cameron Gutman 83f5f6cefc Don't scale default bitrate further beyond 90 FPS 2023-09-02 15:54:12 -05:00
Cameron Gutman 9166e70524 Replace fixed "unsupported FPS" options with fully custom FPS option
Fixes #1003
2023-09-02 15:53:30 -05:00
Cameron Gutman 41f8fa95fe Rerun lupdate and lrelease 2023-08-29 23:46:18 -05:00
Cameron Gutman b140c21ed9 Merge remote-tracking branch 'origin/weblate' 2023-08-29 23:44:30 -05:00
Cameron Gutman 863712cb6e Update SDL2 to f032e8c1 2023-08-29 23:43:27 -05:00
Cameron Gutman 43f0aa7f06 Update moonlight-common-c 2023-08-29 23:41:56 -05:00
Cameron Gutman 12535d8142 Fix warning when quitting app after streaming is enabled 2023-08-29 18:19:43 -05:00
Cameron Gutman 8cf6a8bc98 Clean up old log files if more than 10 exist 2023-08-29 18:11:27 -05:00
Cameron Gutman 7073dd26de Fix race condition that could cause quit segue to never dismiss
Fixes #1060
2023-08-29 18:10:16 -05:00
Jorys Paulin 66bfd2fad8 Translated using Weblate (French)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-08-22 14:52:37 +02:00
Cameron Gutman bb444f306a Update SDL_GameControllerDB 2023-08-21 21:58:12 -05:00
Cameron Gutman 626fba4a8f Fix DXVA2 chroma subsampling assuming interlaced content 2023-08-19 18:09:07 -05:00
Cameron Gutman 9dc96bda58 Update moonlight-common-c 2023-08-19 18:08:57 -05:00
Cameron Gutman 1a2f1ed620 Enable AV1 RFI on all decoders capable of HEVC RFI 2023-08-13 16:41:48 -05:00
Cameron Gutman 50255dd896 Set Colorspace connector property when streaming HDR 2023-08-09 23:02:43 -05:00
Cameron Gutman c8b9fda258 Fall back to HEVC if AV1 is forced and unavailable
Fixes #1053
2023-08-05 22:56:12 -05:00
sanhoe bb41732e59 Translated using Weblate (Korean)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2023-08-04 17:06:03 +02:00
ld892012 7d9b984747 Translated using Weblate (French)
Currently translated at 96.7% (208 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-08-04 17:06:03 +02:00
Cameron Gutman 7404e5fce2 Prefer D3D11VA for FSE V-Sync off 2023-08-03 19:41:35 -05:00
Cameron Gutman dc5414bd0d Force immediate destruction of the D3D11 swapchain
Possible fix for #959
2023-08-03 19:18:07 -05:00
Cameron Gutman d147d36867 Fix leaking /dev/dri fds on each vaInitialize() failure 2023-08-01 22:53:22 -05:00
Cameron Gutman 7763ec3c5c Fix mapping frames on RPi with 64-bit kernel and 32-bit userland 2023-08-01 22:01:34 -05:00
weng weng c61083ccd9 Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2023-07-26 12:06:20 +02:00
Cameron Gutman 841aeccd6b Don't call QHostInfo::fromName() to "resolve" an IP address literal
Fixes #1037
2023-07-26 01:59:00 -05:00
Cameron Gutman bfcd373eec Add PC name to streaming window title
Fixes #1039
2023-07-23 01:16:24 -05:00
Cameron Gutman 202ef41894 Fix scaling of touch coordinates 2023-07-23 01:13:54 -05:00
Cameron Gutman f112edc3c3 Disable touch feedback when sending touch natively 2023-07-23 00:17:58 -05:00
Cameron Gutman 05fd7b18b9 Update touch API 2023-07-22 17:23:09 -05:00
ns6089 9764174070 Add host processing latency to ffmpeg stats overlay 2023-07-20 22:30:26 -05:00
Luna Jernberg 6b0370f0bc Translated using Weblate (Swedish)
Currently translated at 96.7% (208 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/sv/
2023-07-19 22:04:39 +02:00
gallegonovato 2e4313e7c3 Translated using Weblate (Spanish)
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2023-07-19 22:04:39 +02:00
Jen Kung-chih 2684d1874a Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (215 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2023-07-18 07:04:33 +02:00
Jen Kung-chih 882539a700 Translated using Weblate (Chinese (Traditional))
Currently translated at 97.2% (209 of 215 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2023-07-18 03:06:10 +02:00
Cameron Gutman 42960b7bf1 Prefer nvidia-vaapi-driver over VDPAU for AV1 2023-07-16 16:54:13 -05:00
Cameron Gutman 333f978186 Add dav1d software AV1 decoder to FFmpeg libraries 2023-07-16 16:41:55 -05:00
Cameron Gutman e7e9df3261 Populate AV1 bitrate multiplier 2023-07-16 15:54:58 -05:00
Cameron Gutman 24dbc96fe5 Regenerate translations 2023-07-16 15:47:31 -05:00
Cameron Gutman abc391f32a Improve AV1 support 2023-07-16 15:38:58 -05:00
Cameron Gutman a589e8e3de Merge remote-tracking branch 'origin/weblate' 2023-07-16 12:31:52 -05:00
Fernando Lopes 39fa9a91b8 Translated using Weblate (Portuguese (Brazil))
Currently translated at 19.6% (41 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pt_BR/
2023-07-16 16:02:55 +02:00
Angus Wan e10d98fb79 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2023-07-16 16:02:55 +02:00
Cameron Gutman d17cdbda93 Replace another QSharedPointer::get() call with Qt 5.10 alternative 2023-07-16 00:18:17 -05:00
Cameron Gutman 2252abefbf Fix build break on Qt 5.10 and earlier 2023-07-16 00:13:09 -05:00
Cameron Gutman ce60a146dc Move RPi decoder hacks to correct location for new selection logic 2023-07-15 15:22:02 -05:00
Cameron Gutman cd4a6f3e17 Rewrite FFmpeg decoder selection logic to dynamically discover compatible decoders
This avoids having to maintain a hardcoded list of all known H.264/HEVC/AV1 decoders
and ensures new/unknown decoders will just work automatically (assuming we have
a renderer that can process their output pixel format).
2023-07-15 15:12:58 -05:00
Cameron Gutman fc5e1ed5d8 Work around broken APT config on AppVeyor Ubuntu2004 image 2023-07-15 01:20:26 -05:00
Cameron Gutman d70b98075e Upgrade AppImage to Ubuntu 20.04 base 2023-07-15 00:47:26 -05:00
Cameron Gutman a4d9952061 Migrate from altool to notarytool for notarization 2023-07-14 21:44:14 -05:00
Cameron Gutman 45e4dfe09c Don't globally install wix.exe in CI anymore 2023-07-14 20:32:18 -05:00
Cameron Gutman 34ba9063ad Move installer signing into MSBuild 2023-07-14 20:31:32 -05:00
Cameron Gutman d5e2d59fe9 Fixes for WiX v4 migration 2023-07-14 20:05:49 -05:00
Cameron Gutman d39bdb28d6 Update AppImage to libva 2.19 2023-07-14 19:55:44 -05:00
Cameron Gutman 8bf5622d21 Upgrade installer to WiX v4 2023-07-14 19:55:00 -05:00
Maciej Błędkowski 9cafd5e099 Translated using Weblate (Polish)
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pl/
2023-07-11 17:50:13 +02:00
gallegonovato d1b3bfd700 Translated using Weblate (Spanish)
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2023-07-11 17:50:12 +02:00
Cameron Gutman e60caf06f9 Update libraries
OpenSSL -> 1.1.1u
SDL -> 156c7ba
2023-07-09 17:49:04 -05:00
Cameron Gutman a243c6bb90 Don't build unneeded sources
Fixes #1010
2023-07-09 17:23:21 -05:00
Cameron Gutman 10523a7e27 Correct guards around newer SDL functionality 2023-07-09 16:36:41 -05:00
Casey Korver ea06ec0133 Correct spelling mistakes found with Codespell 2023-07-09 13:21:18 -05:00
jcj83429 e287ebcded Add support for Applications (context menu) key
I'm adding corresponding support in Sunshine
2023-07-08 20:08:02 -05:00
Cameron Gutman 2ee90289a1 Update moonlight-common-c 2023-07-08 19:17:22 -05:00
Cameron Gutman 193df861d1 Update moonlight-common-c 2023-07-05 19:48:25 -05:00
Cameron Gutman 9055496a19 Add AV1 test frames 2023-07-05 19:47:45 -05:00
Cameron Gutman 5424576f73 Ensure serverCodecModeSupport is always non-zero 2023-07-05 19:46:30 -05:00
Cameron Gutman a81c6a1c5e Initial work on AV1 support 2023-07-03 00:45:36 -05:00
Cameron Gutman 53a572a4a4 Add controller motion deduplication and fix gyro units 2023-07-02 19:22:00 -05:00
Cameron Gutman df283d80c6 Implement controller LED and battery protocol extensions 2023-07-02 16:44:41 -05:00
Cameron Gutman b6d203b6dd Pull latest protocol extension changes 2023-06-27 22:51:50 -05:00
Cameron Gutman ef988cc8af Destroy the QMdnsEngine Server and Cache when not polling
These set background timers to refresh state, rebind sockets,
and refresh the cache. This is all stuff that we don't want to
be doing while streaming.
2023-06-21 00:54:11 -05:00
Kung-chih ba46905243 Update SettingsView.qml 2023-06-20 21:58:10 -05:00
Cameron Gutman df0c4c8208 Delete the QNetworkAccessManager when we're done with it
Apparently having this object around can lead to background
network scans happening that cause WiFi perf degradation.
2023-06-20 21:51:28 -05:00
Cameron Gutman e5aaa1fc53 Implement controller arrival events using Sunshine protocol extension 2023-06-18 23:34:28 -05:00
James Le Cuirot 8b6df34d8b Allow forced disabling of features instead of relying on pkg-config
So-called "automagic" behaviour is considered unhelpful by
distributions. A user may unintentionally build Moonlight with VDPAU
support simply because they had that library installed, only for the
whole application to break when they uninstall the library later. This
could happen on any distribution, but it should especially be avoided on
source-based distributions, where the user would not expect the package
manager to encounter such issues.

This commit is best viewed without whitespace changes.
2023-06-18 16:43:16 -05:00
Cameron Gutman 7a719aa886 Allow up to 16 gamepads with Sunshine hosts 2023-06-18 16:39:24 -05:00
Cameron Gutman 9af58af5e4 Implement gyro/accel and touchpad input using Sunshine extension 2023-06-18 16:08:32 -05:00
Cameron Gutman b945c8c2dc Implement trigger rumble using Sunshine protocol extension 2023-06-18 16:04:49 -05:00
Cameron Gutman 2165f56aee Implement full multi-touch support using Sunshine protocol extension 2023-06-18 16:02:21 -05:00
Cameron Gutman e42de9d155 Add extended button support with Sunshine 2023-06-18 16:00:51 -05:00
sanhoe 7fd95b9de2 Translated using Weblate (Korean)
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2023-05-22 11:50:36 +02:00
Jorys Paulin a42c85802e Translated using Weblate (French)
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2023-05-22 11:50:36 +02:00
shakedex cb3730100d Translated using Weblate (Hebrew)
Currently translated at 2.8% (6 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/he/
2023-04-29 18:51:13 +02:00
Yutaro Urata 7a04d2ad2c Translated using Weblate (Japanese)
Currently translated at 89.4% (187 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ja/
2023-04-29 18:51:12 +02:00
shakedex 1f93976919 Translated using Weblate (Hebrew)
Currently translated at 1.4% (3 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/he/
2023-04-27 20:48:43 +02:00
shakedex 0b7505f109 Added translation using Weblate (Hebrew) 2023-04-26 00:54:28 +02:00
Jen Kung-chih 392ca2d8b7 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2023-04-14 18:48:56 +02:00
Cameron Gutman 68daa90b7e Refactor non-hwaccel decoders to use a single list of known codec names 2023-04-02 17:31:31 -05:00
Cameron Gutman fb39ad896e Add h264_omx and hevc_omx decoders used by the Vision Five 2 2023-04-02 17:17:25 -05:00
Simon Nilsson cb199054e3 Translated using Weblate (Swedish)
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/sv/
2023-04-01 20:38:06 +02:00
Cameron Gutman 7cf77211b0 Update AppImage to libva 2.18.0 2023-03-28 20:06:09 -05:00
Cameron Gutman a3d1e9a117 Allow negotation of 36 and 48 bit deep color modes 2023-03-27 01:02:50 -05:00
Cameron Gutman 755c7c9895 Set max BPC property when streaming in 10-bit color modes 2023-03-27 00:44:02 -05:00
Cameron Gutman 45b5136233 Update libs for Windows, macOS, and AppImage
SDL2_ttf -> 2.20.2
SDL2 -> b57a6a1a
OpenSSL -> 1.1.1t (eec3403 for WinARM64)
opus -> 8cf872a1
FFmpeg -> 6.0 (with DXVA2/D3D11VA AV1 decoders enabled)
2023-03-26 20:49:25 -05:00
Cameron Gutman f16b5cd337 Expose glslow config option 2023-03-26 20:27:03 -05:00
Cameron Gutman 21cda8141d Always request AV_PIX_FMT_DRM_PRIME to ensure we get it if available 2023-03-26 19:59:12 -05:00
Cameron Gutman 90f26dfa45 Support direct KMSDRM output for platforms with slow GL implementations 2023-03-26 19:46:22 -05:00
Cameron Gutman ba507d8046 Move hw->sw frame mapping into a separate class 2023-03-26 14:41:02 -05:00
Cameron Gutman 5639bcc0f5 Default SDL render driver to GLES2 when using EGLFS
Fixes #868
2023-03-26 13:43:09 -05:00
Cameron Gutman 4cd030582d Allow matching primary planes for direct rendering 2023-03-26 13:28:26 -05:00
Jen Kung-chih 7908076b39 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2023-03-26 10:40:35 +02:00
Cameron Gutman ca91f9b702 Allow use of the delete key to delete PCs 2023-03-25 16:33:16 -05:00
Jen Kung-chih 0e86af1c9b Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2023-03-22 09:37:22 +01:00
weng weng c5ad84e2ee Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2023-03-22 09:37:21 +01:00
gallegonovato bfb5d6e8fe Translated using Weblate (Spanish)
Currently translated at 100.0% (209 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2023-03-20 18:41:02 +01:00
weng weng d63b0b5978 Translated using Weblate (Chinese (Simplified))
Currently translated at 96.6% (202 of 209 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2023-03-20 18:41:02 +01:00
Cameron Gutman 5e6b60bae0 Fix handling of IPv6 literals with port numbers 2023-03-18 14:47:23 -05:00
Cameron Gutman 65b6885c61 Update VCRedist 2023-03-18 14:36:01 -05:00
Cameron Gutman e8ceaa4085 Update SDL_GameControllerDB 2023-03-18 14:34:13 -05:00
Cameron Gutman db2b120b68 Remove unused variable 2023-03-18 14:29:45 -05:00
Cameron Gutman 5f315d0093 Rerun lupdate and lrelease 2023-03-18 14:24:29 -05:00
Cameron Gutman 016b212ff7 Merge remote-tracking branch 'origin/weblate' 2023-03-18 14:22:11 -05:00
Cameron Gutman bccffe09e2 Purge NVIDIA-specific strings 2023-03-18 14:20:51 -05:00
Cameron Gutman a0365c8e1c Evaluate D3D9 quirks before calling CreateDeviceEx() 2023-03-17 00:53:47 -05:00
Cameron Gutman 38156c9f7f Default to D3D11VA on multi-GPU systems 2023-03-13 22:56:28 -05:00
Cameron Gutman 640db09a64 Update moonlight-common-c 2023-03-11 11:45:07 -06:00
Cameron Gutman 5baa8c680a Add upstreamed NV15 format used by Rockchip devices 2023-03-11 11:44:36 -06:00
Cameron Gutman e1c4a488ed Remove mouse throttling code
This should be managed inside moonlight-common-c instead.
2023-03-11 11:40:37 -06:00
Cameron Gutman 332d4433c4 Add horizontal scrolling in mouse emulation mode 2023-03-04 12:28:53 -06:00
Karnosio f5d535b1ef Translated using Weblate (Ukrainian)
Currently translated at 34.1% (71 of 208 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/uk/
2023-02-21 19:36:41 +01:00
Cameron Gutman 35e226273c Tell the host if we want gamepads to persist after disconnection 2023-02-20 16:52:28 -06:00
Cameron Gutman 90e25e60d6 Add FPS values for all attached displays and support custom FPS values
Fixes #926
2023-02-03 00:45:27 -06:00
Cameron Gutman 80659160d3 Consolidate launch and resume and skip FPS hack for Sunshine 2023-02-03 00:36:30 -06:00
Cameron Gutman 5de29928cd Plumb HDR metadata for VideoToolbox 2023-02-02 19:16:18 -06:00
Cameron Gutman c65cea0f66 Update AppImage to libva 2.17 2023-01-17 21:45:29 -06:00
Cameron Gutman b3cfdbb835 Fix DRM renderer build 2023-01-17 21:45:02 -06:00
Cameron Gutman 9c15cceee7 Don't batch mouse motion for Sunshine 2023-01-16 22:01:34 -06:00
Cameron Gutman 8a0142bd0f Plumb HDR metadata and horizontal scrolling with Sunshine 2023-01-16 21:51:18 -06:00
ssantos 3d6e05d8c0 Translated using Weblate (Portuguese)
Currently translated at 94.2% (196 of 208 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pt/
2023-01-11 16:51:06 +01:00
Jen Kung-chih ddf0e6a935 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (208 of 208 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2023-01-02 07:47:19 +01:00
Dan 51852f044e Translated using Weblate (Ukrainian)
Currently translated at 32.6% (68 of 208 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/uk/
2022-12-21 01:50:35 +01:00
Cameron Gutman 17cad6b3ca Fix a missed ZH_TW rename
Fixes #906
2022-12-15 22:48:44 -06:00
Jen Kung-chih 8912869077 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (208 of 208 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2022-12-07 11:48:30 +01:00
Zaraza225 a2697634ba Translated using Weblate (Ukrainian)
Currently translated at 32.6% (68 of 208 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/uk/
2022-12-02 21:48:32 +01:00
Cameron Gutman 1bfb798107 Update SDL_GameControllerDB 2022-11-29 19:22:39 -06:00
Suzuran cf60568f53 Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (208 of 208 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2022-11-29 11:47:36 +01:00
Cameron Gutman ddd18fdaf6 Rerun lupdate and lrelease 2022-11-25 14:18:44 -06:00
Cameron Gutman b04bb30930 Rename zh_Hant to zh_TW to match Qt's expected name 2022-11-25 14:18:06 -06:00
Cameron Gutman e41aaf980b Merge remote-tracking branch 'origin/weblate' 2022-11-25 14:06:13 -06:00
happyharryh 46df6601a1 Update translation for dialog buttons
Reference: https://github.com/qt/qttranslations/tree/dev/translations
2022-11-25 14:05:41 -06:00
happyharryh 5eb8b97469 Fix LANG_AUTO for Simplified Chinese 2022-11-25 14:05:41 -06:00
happyharryh 8cd0536fb1 Fix the translation of standard buttons in Dialogs 2022-11-25 14:05:41 -06:00
Zaraza225 99a6789720 Translated using Weblate (Ukrainian)
Currently translated at 30.0% (61 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/uk/
2022-11-24 07:47:40 +01:00
Cameron Gutman 92670cc051 Add support for Qt 6's ARM64 qmake.bat 2022-11-21 21:37:16 -06:00
Cameron Gutman 89cbbfc291 Derive target architecture based on Qt path 2022-11-21 21:30:24 -06:00
Cameron Gutman 31869a7da2 Update to SDL 2.26.0 2022-11-21 20:50:44 -06:00
Cameron Gutman 68c6d6c932 Attempt to fix build with SDL 2.26 on systems with old GL headers 2022-11-21 20:32:10 -06:00
Loïc Hesling e4e140fa53 Translated using Weblate (French)
Currently translated at 97.0% (197 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2022-11-17 12:47:09 +01:00
Cameron Gutman b9709d0825 Fix build without SDL_VIDEO_DRIVER_WAYLAND 2022-11-14 21:11:26 -06:00
Cameron Gutman 324e3dffa0 Update MSVC Redist 2022-11-13 11:41:03 -06:00
Cameron Gutman dd9de3fcb4 Offset the ports used for WOL if the host is using alternate ports 2022-11-13 11:39:28 -06:00
Cameron Gutman 6710d0561a Use current HTTP port if ExternalPort is not present 2022-11-13 11:35:47 -06:00
Translator-3000 a30f97db0d Translated using Weblate (Italian)
Currently translated at 100.0% (203 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/it/
2022-11-13 13:49:04 +01:00
Cameron Gutman cae666b834 Wake pacing queue waiters when Pacer is being destroyed 2022-11-12 15:55:36 -06:00
Cameron Gutman 5970ca49e9 Don't use swap interval on Wayland 2022-11-12 15:45:54 -06:00
Cameron Gutman 6ae6218043 Refactor Pacer to handle both blocking and non-blocking VsyncSources 2022-11-12 15:08:50 -06:00
Cameron Gutman 8e3e19a7f7 Removed unused NullThreadedVsyncSource 2022-11-12 14:30:38 -06:00
Cameron Gutman e3d51fd7f7 Implement a Wayland Vsync source using frame callbacks 2022-11-12 13:03:42 -06:00
Brandon Goldberg 95f5c1d104 Translated using Weblate (Spanish)
Currently translated at 100.0% (203 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2022-11-09 16:47:06 +01:00
Jen Kung-chih 02a14069a3 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (203 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2022-11-05 14:04:04 +01:00
Cameron Gutman 394f28339e Update v4.3.1 changelog 2022-11-02 20:43:25 -05:00
Cameron Gutman 411998d4e3 Implement detection of local IPv6 addresses 2022-11-02 20:35:41 -05:00
Cameron Gutman 371906445e Prepare for v4.3.1 2022-11-02 19:44:44 -05:00
Cameron Gutman 34d91e58c0 Rerun lupdate and lrelease 2022-11-02 19:34:47 -05:00
Cameron Gutman f3f25bec7a Mark unfinished translation in zh_cn 2022-11-02 19:34:14 -05:00
Cameron Gutman 08d74bea75 Merge remote-tracking branch 'origin/weblate' 2022-11-02 19:30:25 -05:00
Dominik Chrástecký 63f917b317 Translated using Weblate (Czech)
Currently translated at 100.0% (203 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/cs/
2022-11-03 01:28:51 +01:00
Cameron Gutman 448633ec3c Fix some log messages with extra spaces 2022-11-02 19:25:44 -05:00
Cameron Gutman 09ce3c9ce4 Use CRLF line endings for the log file on Windows 2022-11-02 19:19:00 -05:00
Cameron Gutman 8fcc98102b Limit log by size rather than line count 2022-11-02 19:18:22 -05:00
Cameron Gutman e14075b464 Update moonlight-common-c to fix audio FEC OOS bug 2022-11-01 23:47:51 -05:00
Howard Wu ca89d14ec8 Translated using Weblate (Chinese (Simplified))
Currently translated at 99.5% (202 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2022-11-02 03:03:38 +01:00
Cameron Gutman 3f51998065 Start the streaming window maximized if the GUI was maximized
Fixes #889
2022-10-30 11:56:15 -05:00
이정희 6e5b6a1a5c Translated using Weblate (Korean)
Currently translated at 100.0% (203 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2022-10-30 15:02:46 +01:00
sanhoe 660f6c5bbf Translated using Weblate (Korean)
Currently translated at 100.0% (203 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2022-10-29 06:02:07 +02:00
Cameron Gutman 5034bd72ed Bump v4.3.0 release date 2022-10-27 19:44:58 -05:00
Cameron Gutman 5b7c144796 Add workaround for DWM dark mode bug on Win10 2022-10-27 19:26:51 -05:00
Cameron Gutman e45b6b9b85 Avoid white flash when starting streaming on Windows 2022-10-27 18:18:47 -05:00
Cameron Gutman 245f242fb8 Add support for dark mode on Windows
Fixes #886
2022-10-27 18:12:26 -05:00
Cameron Gutman a6fccf93d1 Use a separate texture for rendering to avoid blending in the alignment padding
Fixes #885
2022-10-26 21:48:55 -05:00
Cameron Gutman 3dcab90752 Fix appdata for v4.3.0 2022-10-25 23:50:33 -05:00
Cameron Gutman 30a5f405f5 Enable HEVC RFI for the FFmpeg software decoder 2022-10-25 23:19:19 -05:00
Cameron Gutman bad1c9628e Prepare for v4.3.0 2022-10-25 23:11:12 -05:00
Cameron Gutman 1ab7bca43f Update SDL in AppImage 2022-10-25 22:47:29 -05:00
Cameron Gutman 7d0a53773c Rerun lupdate and lrelease 2022-10-25 22:45:03 -05:00
Cameron Gutman 789236ee8f Merge remote-tracking branch 'origin/weblate' 2022-10-25 22:44:21 -05:00
weng weng 21cba0b080 Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (203 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2022-10-26 05:43:12 +02:00
Cameron Gutman 31eb0891e5 Update moonlight-common-c for improved audio FEC recovery 2022-10-25 22:42:12 -05:00
Cameron Gutman a13f8e7937 Ensure delayed flushes complete during shutdown 2022-10-25 02:43:55 -05:00
Cameron Gutman 5bfe56472f Fix build 2022-10-25 02:08:46 -05:00
Cameron Gutman 16a9ed682e Use a single flush thread for ComputerManager
Some QSettings backends don't like concurrent writes and using a
single thread improves write batching behavior.
2022-10-25 02:07:16 -05:00
Cameron Gutman 59cae610d2 Clarify encoding resolution limit comment 2022-10-25 01:24:57 -05:00
Cameron Gutman 29ac7893d7 Don't enforce the NVENC H.264 resolution limit on Sunshine hosts
Closes #882
2022-10-25 01:18:10 -05:00
Cameron Gutman c8aeca8ace Add an environment variable opt-out for the gamepad quit combo
See #870
2022-10-25 00:27:40 -05:00
Cameron Gutman 3da505c4c6 Minor perf optimization suggested by Clazy 2022-10-25 00:26:03 -05:00
Cameron Gutman 06bc05b708 Rerun lupdate and lrelease 2022-10-25 00:14:22 -05:00
Cameron Gutman a3dc9593c2 Merge remote-tracking branch 'origin/weblate' 2022-10-25 00:10:40 -05:00
Cameron Gutman 18a271a0ec Update moonlight-common-c for improved audio FEC recovery 2022-10-25 00:10:29 -05:00
Cameron Gutman cebd3bf751 Save hosts on a separate thread
QSettings on macOS Ventura performs horribly when saving a lot of values
(like several hosts or a host with a large app list). This change considerably
improves UI performance by moving the long operation off the main thread.
2022-10-25 00:07:07 -05:00
Cameron Gutman cb04925c6e Optimize locking in ComputerManager to reduce reader contention 2022-10-25 00:07:07 -05:00
Cameron Gutman b7a340bd00 Improve locking in NvComputer class 2022-10-24 23:53:02 -05:00
Cameron Gutman 2a0f837120 Stop issuing further HTTP requests when quitting 2022-10-24 23:46:57 -05:00
Cameron Gutman d00bdff495 Update SDL and FFmpeg for AppImage 2022-10-23 16:59:54 -05:00
Cameron Gutman 7e9c977b3d Update moonlight-common-c 2022-10-23 16:55:52 -05:00
reloxx13 1629151528 Translated using Weblate (German)
Currently translated at 100.0% (203 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2022-10-21 20:05:49 +02:00
reloxx13 24295197bd Translated using Weblate (German)
Currently translated at 98.0% (199 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2022-10-20 19:02:35 +02:00
Eric 807dd84daa Translated using Weblate (Chinese (Simplified))
Currently translated at 98.5% (200 of 203 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2022-10-18 13:05:01 +02:00
Cameron Gutman 17848c097c Don't switch between GLX and EGL if EGL worked 2022-10-16 22:57:08 -05:00
Cameron Gutman 563b760d31 Update packages for recent versions of Ubuntu 2022-10-16 22:23:27 -05:00
Cameron Gutman 8465a27a97 Deprioritize VAAPI for Gallium and Nvidia drivers and work around RFI latency bug 2022-10-16 21:51:10 -05:00
Cameron Gutman 255cbd1e7e Fix building with SDL 2.0.20 or earlier 2022-10-15 15:36:09 -05:00
Cameron Gutman 7717749b72 Reduce max queued frames to avoid exhausting the decoder buffer pool 2022-10-15 14:34:42 -05:00
Cameron Gutman 9e4337babf Revert "Increase the number of decoder surfaces for DXVA2/D3D11VA"
This reverts commit 02c781b8f4.
2022-10-15 14:32:12 -05:00
Cameron Gutman 6771877a84 Make scaleSourceToDestinationSurface() idempotent
Deviation between scaling done during window sizing and renderer
viewport configuration can lead to small errors that create visible
artifacts such as a single pixel pillarbox/letterbox on one side.
2022-10-15 13:12:18 -05:00
Cameron Gutman a860bd8dd5 Enable HEVC RFI on Tegra 2022-10-14 23:41:09 -05:00
Cameron Gutman 704ce4ff0c Add environment variable for overriding decoder capabilities 2022-10-14 23:39:49 -05:00
Cameron Gutman 21edcc8113 Add workaround for macOS fullscreen exit bug 2022-10-14 23:01:55 -05:00
Cameron Gutman 125738f13d Cancel overlay update callbacks before destroying VTRenderer 2022-10-14 22:49:33 -05:00
Cameron Gutman 02c781b8f4 Increase the number of decoder surfaces for DXVA2/D3D11VA
We forgot to take into account frames buffered within Moonlight itself
2022-10-14 21:20:35 -05:00
Cameron Gutman 453fe6aea0 Ensure the target window size is always even 2022-10-14 21:09:32 -05:00
Cameron Gutman e0fb7dfd14 Rework window creation, sizing, and fullscreen transition logic
- Fixes window position/size being lost when toggling full-screen
- Fixes initial window size not respecting stream aspect ratio
2022-10-14 20:24:12 -05:00
Cameron Gutman c4012225c2 Rerun lupdate and lrelease 2022-10-14 19:27:04 -05:00
Cameron Gutman 1750243537 Merge remote-tracking branch 'origin/weblate' 2022-10-14 19:26:38 -05:00
Cameron Gutman 84fc5f3008 Use colorspace helper with VAAPI direct rendering 2022-10-14 19:23:51 -05:00
Cameron Gutman 8a224fbae4 Revert "Fix macOS build"
This reverts commit 0928d1fab2.
2022-10-13 01:19:56 -05:00
Cameron Gutman e6c4332445 Revert "Use Rec 2020 colorspace for WCG support even if HDR is off on the host"
Rec 2020 conversion causes colors to be blown out in SDR

This reverts commit 472e8ee92e.
2022-10-13 01:19:49 -05:00
Cameron Gutman 0928d1fab2 Fix macOS build 2022-10-13 01:11:04 -05:00
Cameron Gutman 40dd588bef Use 10-bit format mask instead of hardcoding specific formats 2022-10-13 00:17:05 -05:00
Cameron Gutman 472e8ee92e Use Rec 2020 colorspace for WCG support even if HDR is off on the host 2022-10-13 00:14:10 -05:00
Cameron Gutman c55af7fff3 Add a decoder/renderer callback to specify the desired color range 2022-10-12 23:59:01 -05:00
Cameron Gutman 7a39daf179 Implement Rec 601 Full Range support in SDLRenderer 2022-10-12 23:52:29 -05:00
Cameron Gutman 8d087ba5b1 Allow localization of pairing error strings 2022-10-12 22:20:15 -05:00
Cameron Gutman c7a30d8728 Allow a pairing attempt even if the PC is busy
Pairing while busy doesn't work with GFE but works with Sunshine
2022-10-12 22:15:58 -05:00
LedyBacer 1f678cafba Translated using Weblate (Russian)
Currently translated at 100.0% (200 of 200 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2022-10-12 10:23:12 +02:00
Jen Kung-chih 579e0bc464 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (200 of 200 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2022-10-10 19:59:11 +02:00
Nikita Epifanov 7f36dc5aad Translated using Weblate (Russian)
Currently translated at 97.0% (194 of 200 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2022-10-10 19:59:11 +02:00
Eric a7c2026128 Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (200 of 200 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2022-10-10 19:59:11 +02:00
Sargon-Isa 7b0d67ebbe Translated using Weblate (German)
Currently translated at 100.0% (200 of 200 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2022-10-10 19:59:10 +02:00
Cameron Gutman 63f0910eac Update AppImage to libva 2.16.0 2022-10-07 22:22:13 -05:00
Cameron Gutman b16cf9fcc5 Update moonlight-common-c with speculative RFI support 2022-10-07 22:21:16 -05:00
Cameron Gutman 5501d7bc6b Include opt-out variable in VAAPI avoidance log output 2022-10-05 18:50:53 -05:00
Cameron Gutman 413ef42a34 Enable HEVC RFI for CUDA, VAAPI, and VDPAU decoders 2022-10-05 18:47:43 -05:00
Cameron Gutman a1694ab951 Use nvidia-vaapi-driver on Wayland systems if available 2022-10-05 18:44:11 -05:00
Cameron Gutman fbbbd5e0b8 Use new LiRequestIdrFrame() API 2022-10-05 00:53:31 -05:00
Cameron Gutman f8c7e2ee41 Enable HEVC RFI for VideoToolbox 2022-10-05 00:25:59 -05:00
Cameron Gutman 2a4af0bc2c Use colorspace helpers for DRM EGL export 2022-10-05 00:20:33 -05:00
Cameron Gutman d24db13e9d Update SDL_GameControllerDB 2022-10-05 00:00:39 -05:00
Cameron Gutman bc68aad67b Print the frame number if decoding fails 2022-10-04 23:38:54 -05:00
Cameron Gutman 9e8a4cab7b Enable HEVC RFI for DXVA2 and D3D11VA 2022-10-04 22:56:21 -05:00
Cameron Gutman 3679964cf8 Rerun lupdate and lrelease 2022-10-04 22:06:57 -05:00
Cameron Gutman 225ec1a87f Merge remote-tracking branch 'origin/weblate' 2022-10-04 22:05:48 -05:00
Cameron Gutman 071c76c06a Add error text for ML_ERROR_FRAME_CONVERSION 2022-10-04 22:05:18 -05:00
Cameron Gutman d77a255721 Update moonlight-common-c with GFE 3.26 and HEVC RFI fixes 2022-10-04 22:03:27 -05:00
Cameron Gutman 26ee1aee25 Fix protected content error on GFE 3.22+ 2022-10-04 22:02:44 -05:00
Jen Kung-chih b047395938 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (198 of 198 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2022-09-29 15:16:28 +02:00
Cameron Gutman 483a601867 Display SDR/HDR status in performance overlay 2022-09-28 17:44:22 -05:00
bruh c4bc2f6adf Translated using Weblate (Vietnamese)
Currently translated at 100.0% (198 of 198 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/vi/
2022-09-25 17:18:44 +02:00
Cameron Gutman 439e8fe33f Constify frame colorspace helper functions 2022-09-24 18:37:51 -05:00
Cameron Gutman 99885f5b4b Centralize colorspace and color range handling 2022-09-24 12:28:23 -05:00
Cameron Gutman 78b522ec1d Fix large frame header size for GFE 3.26 2022-09-22 23:48:41 -05:00
Jorys Paulin dbfa5a9358 Translated using Weblate (French)
Currently translated at 100.0% (198 of 198 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2022-09-14 15:20:55 +02:00
Howard Wu 3910b3862a Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (198 of 198 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2022-09-13 07:18:54 +02:00
Cameron Gutman 3b8e3b7d5c Prepare for v4.2.1 2022-09-12 00:12:35 -05:00
Cameron Gutman 6129000dde Rerun lupdate and lrelease 2022-09-12 00:08:31 -05:00
Cameron Gutman 65b274d695 Merge remote-tracking branch 'origin/weblate' 2022-09-12 00:07:42 -05:00
reloxx13 a13dd0076b Translated using Weblate (German)
Currently translated at 100.0% (198 of 198 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2022-09-12 06:41:15 +02:00
Cameron Gutman cc026c995c Fix mishandling of IDR frames with a SEI or AUD NAL
Fixes #865
2022-09-11 23:36:20 -05:00
Cameron Gutman 81cfacaa3d Add fallback logic when the host doesn't send valid colorspace data 2022-09-11 23:13:10 -05:00
Cameron Gutman fabebc05d2 Prepare for v4.2.0 2022-09-10 12:19:04 -05:00
Cameron Gutman 07a97bab03 Rerun lupdate and lrelease 2022-09-10 12:06:22 -05:00
Cameron Gutman 69ac810c82 Merge remote-tracking branch 'origin/weblate' 2022-09-10 12:05:24 -05:00
Daniel Saburi 3f4609dc6e Translated using Weblate (Portuguese (Brazil))
Currently translated at 16.1% (32 of 198 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pt_BR/
2022-09-09 04:16:43 +02:00
Daniel Saburi 1ddb529d26 Translated using Weblate (Portuguese)
Currently translated at 100.0% (198 of 198 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pt/
2022-09-09 04:16:42 +02:00
Cameron Gutman ab6b88073c Fix build with _FILE_OFFSET_BITS=64 2022-09-05 22:04:24 -05:00
Cameron Gutman ad3ed97472 Fix handling of 3 byte Annex B start sequences 2022-09-05 17:56:42 -05:00
Cameron Gutman 07e902fe95 Fix build with open() defined to open64() 2022-09-04 23:45:18 -05:00
Cameron Gutman eb781ce689 Use __FUNCTION__ macro instead of hardcoding 2022-09-03 18:09:01 -05:00
Cameron Gutman 555a65c8ea Add open64() hook for _FILE_OFFSET_BITS=64 2022-09-03 18:05:03 -05:00
Cameron Gutman 58429f4172 Fix handling of the optional mode argument in our open() hook 2022-09-03 17:52:54 -05:00
sanhoe e2692a0abd Translated using Weblate (Korean)
Currently translated at 100.0% (198 of 198 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2022-09-03 00:21:34 +02:00
Brandon Goldberg d218c43edf Translated using Weblate (Spanish)
Currently translated at 97.4% (193 of 198 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2022-09-03 00:21:34 +02:00
Cameron Gutman fae9813127 Rebuild libraries built with CMake to get working PDBs and better optimizations
Additionally, disable WGI to work around an SDL bug

https://github.com/cgutman/moonlight-deps/commit/1810c6fba8b2377791e68d8829ee4c9a796788af
2022-08-28 20:34:44 -05:00
Cameron Gutman adc56d4ee5 Rerun lupdate and lrelease 2022-08-28 20:22:39 -05:00
Cameron Gutman f982e33fab Merge remote-tracking branch 'origin/weblate' 2022-08-28 20:20:53 -05:00
Cameron Gutman 9ab4479fcf Fix excessive flickering when switching between full-screen and windowed on Windows 2022-08-28 20:10:26 -05:00
Cameron Gutman 3e330b7929 Attach to the parent console to print list output on Win32 2022-08-27 14:54:45 -05:00
Cameron Gutman ecddada150 Improve verbose log suppression 2022-08-25 23:02:32 -05:00
Cameron Gutman 0c828cbb37 Suppress non-critical log output while running the list command 2022-08-25 22:45:42 -05:00
Cameron Gutman 84a32f8c16 Minor cleanup of new list code 2022-08-25 22:39:04 -05:00
Anselm Busse 4ee36fd405 Avoid GUI display for App listing 2022-08-25 22:18:05 -05:00
Anselm Busse 0802609fd8 Correcting for PR comments 2022-08-25 22:18:05 -05:00
Anselm Busse de88176995 Add a 'list' option for the CLI
This commit addresses Issue #448 by adding a command line option that allows the listing of all the Apps reported by the remote host as a CSV.
2022-08-25 22:18:00 -05:00
Cameron Gutman aca82f400a Never use fewer than 480 samples to avoid causing issues on PulseAudio systems
Fixes #830
Fixes #858
2022-08-25 21:27:05 -05:00
Brandon Goldberg 54bb6fe527 Translated using Weblate (Spanish)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2022-08-25 02:17:55 +02:00
Cameron Gutman c1f663cec1 Add missing files from previous commit 2022-08-24 17:31:22 -05:00
Cameron Gutman aaf59c2d01 Add CLI pairing support 2022-08-24 00:22:02 -05:00
Cameron Gutman 692942e5be Move PIN generation into ComputerManager to be shared with CLI pairing 2022-08-24 00:21:25 -05:00
Cameron Gutman f4acd629a1 Save hosts immediately after pairing concludes to ensure the server cert is persisted 2022-08-24 00:20:22 -05:00
Cameron Gutman 0ff8a44ec3 Allow 10-bit in DXVA2 as a fallback 2022-08-22 00:23:07 -05:00
Cameron Gutman c6d8f6e618 Allow D3D11VA to be disabled via environment variable 2022-08-22 00:19:46 -05:00
Cameron Gutman 1baa23cc43 Update SDL to 84004d1 for AppImage 2022-08-21 20:58:50 -05:00
Cameron Gutman 3be696e6bb Update SDL to 84004d1 2022-08-21 20:55:38 -05:00
Cameron Gutman 3cfcb01603 Add simple script to help updating libs 2022-08-21 20:55:25 -05:00
Cameron Gutman d39a29759c Don't draw with test-only renderers 2022-08-21 18:38:09 -05:00
Cameron Gutman bf4332b9e7 Prefer D3D11VA in non-FSE modes for improved performance 2022-08-21 17:50:56 -05:00
Cameron Gutman feaae7b684 Update moonlight-common-c to improve control stream failure diagnostics 2022-08-21 15:10:49 -05:00
Cameron Gutman be7852dfc0 Remove desktop resolution in favor of native (unscaled) resolution
Seeing 2 "native" resolutions for a single high DPI display is confusing.

If someone wants a lower resolution aspect-ratio match of a display, they
can use a custom resolution.
2022-08-16 01:22:26 -05:00
Cameron Gutman b0804ce048 Fix native resolution detection on high DPI wayland systems 2022-08-16 00:25:57 -05:00
Cameron Gutman aa7d5fa924 Don't use swap interval 1 by default on Wayland systems 2022-08-14 13:09:31 -05:00
Sargon-Isa b4cab12e9d Translated using Weblate (German)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2022-08-11 19:15:27 +02:00
Cameron Gutman 133dda2de0 Update SDL_GameControllerDB 2022-08-10 19:35:58 -05:00
Cameron Gutman ef5605ae39 Update FFmpeg to 5.1 2022-08-10 00:14:53 -05:00
Cameron Gutman 9b29b2702e Update VCRedist and add a script to update it in the future 2022-08-09 20:09:12 -05:00
Jorys Paulin abafa270e5 Translated using Weblate (French)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2022-08-06 14:19:54 +02:00
Cameron Gutman 15852ccf81 Update dependencies
SDL -> 602b7dd0f4
OpenSSL -> 1.1.1q
SDL_ttf -> 2.20.0
2022-08-02 00:38:33 -05:00
Kirill Korolev a427ecd029 Translated using Weblate (Russian)
Currently translated at 98.9% (190 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2022-07-22 18:18:21 +02:00
Wen-haur Chiu 77228dcb2c Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2022-07-21 14:19:41 +02:00
Cameron Gutman 3948cfe495 Update libva to 2.15 in AppImage 2022-07-02 13:05:47 -05:00
Cameron Gutman 36218b54f8 Don't hardcode /dev/dri/card0 and /dev/dri/renderD128 2022-06-30 19:25:33 -05:00
Cameron Gutman be2f4433db Avoid hardcoding VIDEO_FORMAT_H265_MAIN10 for HDR/10-bit color 2022-06-26 16:22:05 -05:00
Artur Szulc dd5d36cf07 Translated using Weblate (Polish)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pl/
2022-06-20 23:14:50 +02:00
Adam Lantos 685136d98f Make drmDropMaster() more reliable by checking for DRM master fds.
This should fix the majority of EACCES permission denied errors
when attempting to drop the DRM master.
2022-06-12 12:29:13 -07:00
Mattia Rombi 852937421e Translated using Weblate (Italian)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/it/
2022-06-07 11:15:33 +02:00
Jorys Paulin a5389b7be5 Translated using Weblate (French)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2022-05-31 10:15:58 +02:00
Cameron Gutman 1b96b18bc0 Fix handling of colorspace changes when using CUDA+SDL 2022-05-28 22:55:55 -05:00
Cameron Gutman e9edad6f8c Fix surface leak if SDLVideo_CreateOverlay() fails 2022-05-28 22:48:49 -05:00
Cameron Gutman f8a6012c3a Improve overlay format handling 2022-05-28 22:48:23 -05:00
Cameron Gutman e103f6c9b6 Avoid holding the overlay lock during vaPutSurface 2022-05-28 22:28:17 -05:00
Cameron Gutman 9daf7b5a36 Fix modesetting for non-EGL HEVC streams 2022-05-28 21:42:27 -05:00
Mattia Rombi d6142e1af0 Translated using Weblate (Italian)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/it/
2022-05-28 12:14:50 +02:00
Jorys Paulin b0491210ff Translated using Weblate (French)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2022-05-28 12:14:50 +02:00
Mattia Rombi 91d8550290 Translated using Weblate (Italian)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/it/
2022-05-26 19:36:07 +02:00
sanhoe dfaaa7d72a Translated using Weblate (Korean)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2022-05-26 19:15:29 +02:00
Dominik Chrástecký 5174a4f58a Translated using Weblate (Czech)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/cs/
2022-05-25 14:20:23 +02:00
Cameron Gutman b9c73df488 Draw the black background even for the KMSDRM backend to fix modesetting 2022-05-24 19:41:37 -05:00
Cameron Gutman f99f1f6441 Disable EGL renderer on RPi due to very poor performance 2022-05-23 23:05:07 -05:00
Cameron Gutman 1ec1f5d3be Switch to D3D11VA by default on Windows ARM64
It performs much better at 4K on Surface Pro X
2022-05-22 22:29:18 -05:00
Cameron Gutman 713db06a05 Prepare for v4.1.0 release 2022-05-22 19:56:32 -05:00
Cameron Gutman a0adcbd90b Update SDL_GameControllerDB 2022-05-22 19:08:18 -05:00
Cameron Gutman b94776421c Rerun lupdate and lrelease 2022-05-22 19:03:55 -05:00
Thijs Lumeij 79c1043063 Translated using Weblate (Dutch)
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nl/
2022-05-23 02:02:14 +02:00
Cameron Gutman cfabae17c0 Rerun lupdate and lrelease 2022-05-22 19:01:18 -05:00
Cameron Gutman 71a1d25e90 Merge remote-tracking branch 'origin/weblate' 2022-05-22 18:59:38 -05:00
Cameron Gutman c2d7b835fb Try moving session.h prior to vaapi.h 2022-05-21 16:58:28 -05:00
Cameron Gutman f72888ce6f Attempt to fix build error with older Qt headers 2022-05-21 16:52:04 -05:00
Wen-haur Chiu 30f474d253 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (192 of 192 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2022-05-21 14:16:30 +02:00
Cameron Gutman 216f274a92 Fix UAF in SLVideo overlay update 2022-05-21 00:30:07 -05:00
Cameron Gutman 5ea79efe4b Work around broken overlay state restoration in Qt GUI 2022-05-21 00:20:36 -05:00
Cameron Gutman 197c1ba21b Add support for the status overlay on Steam Link 2022-05-21 00:10:49 -05:00
Cameron Gutman 95c4a24d99 Destroy subpictures before the associated image 2022-05-20 21:46:40 -05:00
Cameron Gutman f5f23a7c22 Implement overlay support for the VAAPI direct renderer 2022-05-20 21:40:37 -05:00
Cameron Gutman c469576460 Update SDL and FFmpeg for AppImage 2022-05-20 17:45:35 -05:00
Cameron Gutman 0001bb0e4c Default to borderless windowed mode on Wayland systems 2022-05-19 19:22:01 -05:00
Cameron Gutman 56f184393f Allow the cursor lock toggle to work in full-screen mode
Fixes #793
2022-05-19 19:14:55 -05:00
Cameron Gutman 85777e85fa Use newer AppVeyor image for macOS builds 2022-05-18 00:54:21 -05:00
Cameron Gutman c750ec3cc7 Add workaround for macOS scrolling acceleration
See #778
2022-05-18 00:24:58 -05:00
Cameron Gutman c75b781d3f Use SDL_WINDOWEVENT_DISPLAY_CHANGED on SDL 2.0.18+ 2022-05-17 17:13:07 -05:00
Cameron Gutman 8aa42ff1d9 Reset the EGL renderer when specialization fails 2022-05-17 17:10:40 -05:00
Cameron Gutman 63a5bc5e12 Only force pacing in true full-screen mode to be consistent with DXVA2 2022-05-15 13:38:58 -05:00
Cameron Gutman e0b7b6dc3d Fix DXGI_FEATURE_PRESENT_ALLOW_TEARING feature check 2022-05-11 22:48:15 -05:00
Cameron Gutman 3d7ecf98c2 Fix HEVC Main10 support check on macOS GPUFamily1 GPUs 2022-05-11 22:00:34 -05:00
Cameron Gutman ad5581c620 Use DWM MMCSS for D3D11VA like DXVA2 does 2022-05-09 23:52:13 -05:00
Cameron Gutman 69af991772 Improve DXVA2 performance in borderless windowed on AMD hardware 2022-05-09 22:55:58 -05:00
Cameron Gutman 2bb2745f91 Enhance frame pacing logic for HDR renderers 2022-05-07 16:21:17 -05:00
Cameron Gutman 5f682bb45f Revert addition of D3DCREATE_NOWINDOWCHANGES
This flag breaks Alt+Tab in full-screen exclusive mode
2022-05-07 16:21:04 -05:00
Cameron Gutman 48bcb6b9a6 Rerun lupdate and lrelease 2022-05-07 14:32:34 -05:00
Cameron Gutman 092c0a7392 Integrate Czech and Polish translations 2022-05-07 14:32:07 -05:00
Cameron Gutman 4e8618c512 Merge remote-tracking branch 'origin/weblate' 2022-05-07 14:19:06 -05:00
Cameron Gutman c51a69c0dc Update SDL to 8cd908e 2022-05-07 14:18:39 -05:00
Cameron Gutman 2480849f39 Clean up DXGI adapter enumeration code 2022-05-02 19:05:00 -05:00
DankXylese 6bfe40607d Translated using Weblate (Ukrainian)
Currently translated at 27.4% (53 of 193 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/uk/
2022-04-28 22:13:27 +02:00
Cameron Gutman a1c350a537 Fix WARP device leak 2022-04-26 23:29:04 -05:00
Cameron Gutman f732b1978e Require a test frame with D3D11VA 2022-04-26 23:04:31 -05:00
Cameron Gutman d3a542bac4 Try all available GPUs in D3D11VA decoder 2022-04-26 22:49:46 -05:00
Cameron Gutman b12724db02 Reduce log spam when choosing a resolution 2022-04-24 17:11:10 -05:00
Cameron Gutman f8f5e8e869 Don't discard all excess frames before rendering
This prevents the render queue's pacing logic from working and
interferes with renderers that take a full v-sync period between
their waitToRender() and renderFrame() callbacks.
2022-04-24 17:04:32 -05:00
Cameron Gutman 0733f06103 Fix saving keep awake value
Fixes #781
2022-04-24 16:49:36 -05:00
Cameron Gutman 6fdaa6ee8a Avoid modesetting if the display didn't change 2022-04-24 16:48:21 -05:00
Cameron Gutman f10b547a49 Partially revert "Rework window management to fix issues restoring window state between windowed and full-screen"
This exposes all sorts of issues with full-screen transitions on Windows and macOS:
- Loss of proper window decorations when transitioning from full-screen to windowed on Windows
- Improper sizing when transitioning from true full-screen to windowed on macOS

This reverts commit 38396b2691.
2022-04-24 16:40:19 -05:00
Cameron Gutman 38396b2691 Rework window management to fix issues restoring window state between windowed and full-screen 2022-04-24 16:22:17 -05:00
Cameron Gutman 220f50ebe4 Revert "Allow renderers to apply size and display changes seamlessly"
This reverts commit c989133d27.
2022-04-24 16:12:12 -05:00
Cameron Gutman c989133d27 Allow renderers to apply size and display changes seamlessly 2022-04-24 15:42:08 -05:00
Cameron Gutman 6c339551eb Allow resolution changes on all platforms
Take aspect ratio into account when making the choice too.
2022-04-21 23:57:17 -05:00
Cameron Gutman ef23a80b16 Fix EGL build when using EGL 1.4 or earlier headers 2022-04-21 21:13:39 -05:00
Cameron Gutman a521093731 Update Visual C++ Runtime installer 2022-04-17 00:04:03 -05:00
Cameron Gutman 747d3eedf1 Cleanup D3D11VA renderer by removing unnecessary codepaths
Waitable swapchains seem to be worse than our existing DXVsyncSource for synchronizing with VBlank.

Full-screen exclusive mode isn't beneficial vs Independent Flip on modern Win10/Win11 systems.
2022-04-15 23:26:32 -05:00
Cameron Gutman fd563726f0 Fix blocking presents in borderless windowed flip modes 2022-04-15 23:21:52 -05:00
Cameron Gutman 62136a1a96 Increase buffer count to prevent starvation on AMD GPUs 2022-04-14 23:21:32 -05:00
Cameron Gutman cf16c31d38 Improve performance and latency of D3D11VA renderer 2022-04-14 22:46:13 -05:00
Cameron Gutman 0f5d4aa72f Enhance EGLRenderer's waitForRender() implementation 2022-04-10 20:20:44 -05:00
Cameron Gutman d8dbe77427 Tiny EGL code cleanup 2022-04-10 19:35:29 -05:00
Cameron Gutman 0e5670d50d Don't compare StackView items by localized name
Fixes #767
2022-04-10 15:42:50 -05:00
Cameron Gutman 22924a1e92 Reload the FPS and window mode comboboxes after changing language
Fixes #765
2022-04-10 13:17:42 -05:00
Artur Szulc dbbb1bd8a1 Translated using Weblate (Polish)
Currently translated at 100.0% (193 of 193 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pl/
2022-04-04 23:12:28 +02:00
Dominik Chrástecký 5c838b2fc5 Translated using Weblate (Czech)
Currently translated at 100.0% (193 of 193 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/cs/
2022-04-04 23:12:27 +02:00
Jorys Paulin 3a094d4ba8 Translated using Weblate (French)
Currently translated at 100.0% (193 of 193 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2022-04-04 23:12:26 +02:00
Artur S 5d11c1ea6a Added translation using Weblate (Polish) 2022-04-03 20:52:00 +02:00
Dominik Chrástecký a7e2e15eac Added translation using Weblate (Czech) 2022-04-03 17:11:26 +02:00
Jorys Paulin 585a0ca1f4 Translated using Weblate (French)
Currently translated at 97.4% (188 of 193 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2022-04-03 09:12:06 +02:00
230 changed files with 36039 additions and 12472 deletions
+4 -3
View File
@@ -37,12 +37,13 @@ List the games you've tried that exhibit the issue. To see if the issue is game-
- OS: [e.g. Windows 10 1809]
- Moonlight Version: [e.g. v0.9.0]
- GPU: [e.g. Intel HD Graphics 520]
- Linux package type (if applicable): [e.g. Flatpak]
**Server PC details (please complete the following information)**
- OS: [e.g. Windows 10 1809]
- GeForce Experience version: [e.g. 3.16.0.140]
- Nvidia GPU driver: [e.g. 417.35]
- Antivirus and firewall software: [e.g. Windows Defender and Windows Firewall]
- Sunshine or GeForce Experience version: [e.g. Sunshine v0.21.0]
- GPU: [e.g. AMD Radeon RX 7900 XT]
- GPU driver: [e.g. 24.1.1]
**Moonlight Logs (please attach)**
- On Windows, `Moonlight-###.log` files can be found in `%TEMP%`. Simply type that into the File Explorer path field to navigate there.
-11
View File
@@ -158,17 +158,6 @@ private:
L"EZFRD32.dll",
L"EZFRD64.dll",
// These are the newer dList DLLs for Optimus hybrid graphics DDI.
// https://docs.microsoft.com/en-us/windows-hardware/drivers/display/hybrid-system-ddi
//
// We forcefully block them from loading because Optimus has a bug that
// deadlocks DXVA2 when we present with D3DPRESENT_DONOTWAIT. This will prevent
// Optimus from ever using the dGPU even if the user has requested it.
// https://github.com/moonlight-stream/moonlight-qt/issues/240
// https://github.com/moonlight-stream/moonlight-qt/issues/235
L"nvdlist.dll",
L"nvdlistx.dll",
// These are the older dList/AppInit DLLs for Optimus hybrid graphics DDI.
// https://docs.microsoft.com/en-us/windows-hardware/drivers/display/hybrid-system-ddi
//
+33 -24
View File
@@ -1,6 +1,6 @@
# Moonlight PC
[Moonlight PC](https://moonlight-stream.org) is an open source PC client for NVIDIA GameStream, as used by the NVIDIA Shield.
[Moonlight PC](https://moonlight-stream.org) is an open source PC client for NVIDIA GameStream and [Sunshine](https://github.com/LizardByte/Sunshine).
Moonlight also has mobile versions for [Android](https://github.com/moonlight-stream/moonlight-android) and [iOS](https://github.com/moonlight-stream/moonlight-ios).
@@ -12,53 +12,61 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
## Features
- Hardware accelerated video decoding on Windows, Mac, and Linux
- Supports streaming at up to 120 FPS (high refresh rate monitor recommended)
- Supports streaming at 720p, 1080p, 1440p, 4K, and the client PC's native screen resolution
- H.264, HEVC, and AV1 codec support (AV1 requires Sunshine and a supported host GPU)
- YUV 4:4:4 support (Sunshine only)
- HDR streaming support
- 7.1 surround sound audio support
- 10-point multitouch support (Sunshine only)
- Gamepad support with force feedback and motion controls for up to 16 players
- Support for both pointer capture (for games) and direct mouse control (for remote desktop)
- Support for passing system-wide keyboard shortcuts like Alt+Tab to the host
- Direct touchscreen mouse control
- HEVC support for better image quality at reduced bandwidth
- Gamepad support with force feedback for up to 4 players
## Downloads
- [Windows, macOS, and Steam Link](https://github.com/moonlight-stream/moonlight-qt/releases)
- [Snap (for Ubuntu-based Linux distros)](https://snapcraft.io/moonlight)
- [Flatpak (for other Linux distros)](https://flathub.org/apps/details/com.moonlight_stream.Moonlight)
- [AppImage](https://github.com/moonlight-stream/moonlight-qt/releases)
- [Raspberry Pi 4](https://github.com/moonlight-stream/moonlight-docs/wiki/Installing-Moonlight-Qt-on-Raspberry-Pi-4)
- [Raspberry Pi 4 and 5](https://github.com/moonlight-stream/moonlight-docs/wiki/Installing-Moonlight-Qt-on-Raspberry-Pi-4)
- [Generic ARM 32-bit and 64-bit Debian packages](https://github.com/moonlight-stream/moonlight-docs/wiki/Installing-Moonlight-Qt-on-ARM%E2%80%90based-Single-Board-Computers) (not for Raspberry Pi)
- [Experimental RISC-V Debian packages](https://github.com/moonlight-stream/moonlight-docs/wiki/Installing-Moonlight-Qt-on-RISC%E2%80%90V-Single-Board-Computers)
- [NVIDIA Jetson and Nintendo Switch (Ubuntu L4T)](https://github.com/moonlight-stream/moonlight-docs/wiki/Installing-Moonlight-Qt-on-Linux4Tegra-(L4T)-Ubuntu)
#### Special Thanks
[![Hosted By: Cloudsmith](https://img.shields.io/badge/OSS%20hosting%20by-cloudsmith-blue?logo=cloudsmith&style=flat-square)](https://cloudsmith.com)
Hosting for Moonlight's Raspberry Pi and L4T package repositories is graciously provided for free by [Cloudsmith](https://cloudsmith.com).
Hosting for Moonlight's Debian and L4T package repositories is graciously provided for free by [Cloudsmith](https://cloudsmith.com).
## Building
### Windows Build Requirements
* Qt 5.15 SDK or later
* Windows 7 or later
* [Visual Studio 2019](https://visualstudio.microsoft.com/downloads/) (Community edition is fine)
* Select **MSVC 2019** option during Qt installation. MinGW is not supported.
* Qt 6.7 SDK or later (earlier versions may work but are not officially supported)
* [Visual Studio 2022](https://visualstudio.microsoft.com/downloads/) (Community edition is fine)
* Select **MSVC** option during Qt installation. MinGW is not supported.
* [7-Zip](https://www.7-zip.org/) (only if building installers for non-development PCs)
* [WiX Toolset](https://wixtoolset.org/releases/v3-14-0-5722/) v3.14.0.5722 or later (only if building installers for non-development PCs)
* Graphics Tools (only if running debug builds)
* Install "Graphics Tools" in the Optional Features page of the Windows Settings app.
* Alternatively, run `dism /online /add-capability /capabilityname:Tools.Graphics.DirectX~~~~0.0.1.0` and reboot.
### macOS Build Requirements
* Qt 6.2 SDK or later
* macOS Mojave (10.14) or later
* Xcode 13
* Qt 6.7 SDK or later (earlier versions may work but are not officially supported)
* Xcode 14 or later (earlier versions may work but are not officially supported)
* [create-dmg](https://github.com/sindresorhus/create-dmg) (only if building DMGs for use on non-development Macs)
### Linux/Unix Build Requirements
* Qt 5.9 SDK or later
* Qt 6 is recommended, but Qt 5.9 or later is also supported (replace `qmake6` with `qmake` when using Qt 5).
* GCC or Clang
* FFmpeg 4.0 or later
* Install the required packages:
* Debian/Ubuntu: `libegl1-mesa-dev libgl1-mesa-dev libopus-dev libqt5svg5-dev libsdl2-dev libsdl2-ttf-dev libssl-dev libavcodec-dev libva-dev libvdpau-dev libxkbcommon-dev qt5-default qt5-qmake qtbase5-dev qtdeclarative5-dev qtquickcontrols2-5-dev wayland-protocols qml-module-qtquick-controls2 qml-module-qtquick-layouts qml-module-qtquick-window2 qml-module-qtquick2`
* RedHat/Fedora: `openssl-devel SDL2-devel SDL2_ttf-devel ffmpeg-devel qt5-qtsvg-devel qt5-qtquickcontrols2-devel libva-devel libvdpau-devel opus-devel pulseaudio-libs-devel alsa-lib-devel`
* FFmpeg 4.0+ is required to build. If your distro doesn't package FFmpeg 4.0 or later, you can build and install it from source on https://ffmpeg.org/
* Debian/Ubuntu:
* Base Requirements: `libegl1-mesa-dev libgl1-mesa-dev libopus-dev libsdl2-dev libsdl2-ttf-dev libssl-dev libavcodec-dev libavformat-dev libswscale-dev libva-dev libvdpau-dev libxkbcommon-dev wayland-protocols libdrm-dev`
* Qt 6 (Recommended): `qt6-base-dev qt6-declarative-dev libqt6svg6-dev qml6-module-qtquick-controls qml6-module-qtquick-templates qml6-module-qtquick-layouts qml6-module-qtqml-workerscript qml6-module-qtquick-window qml6-module-qtquick`
* Qt 5: `qtbase5-dev qt5-qmake qtdeclarative5-dev qtquickcontrols2-5-dev qml-module-qtquick-controls2 qml-module-qtquick-layouts qml-module-qtquick-window2 qml-module-qtquick2 qtwayland5`
* RedHat/Fedora (RPM Fusion repo required):
* Base Requirements: `openssl-devel SDL2-devel SDL2_ttf-devel ffmpeg-devel libva-devel libvdpau-devel opus-devel pulseaudio-libs-devel alsa-lib-devel libdrm-devel`
* Qt 6 (Recommended): `qt6-qtsvg-devel qt6-qtdeclarative-devel`
* Qt 5: `qt5-qtsvg-devel qt5-qtquickcontrols2-devel`
* Building the Vulkan renderer requires a `libplacebo-dev`/`libplacebo-devel` version of at least v7.349.0 and FFmpeg 6.1 or later.
### Steam Link Build Requirements
* [Steam Link SDK](https://github.com/ValveSoftware/steamlink-sdk) cloned on your build system
@@ -68,16 +76,17 @@ Hosting for Moonlight's Raspberry Pi and L4T package repositories is graciously
1. Install the latest Qt SDK (and optionally, the Qt Creator IDE) from https://www.qt.io/download
* You can install Qt via Homebrew on macOS, but you will need to use `brew install qt --with-debug` to be able to create debug builds of Moonlight.
* You may also use your Linux distro's package manager for the Qt SDK as long as the packages are Qt 5.9 or later.
* This step is not required for building on Steam Link, because the Steam Link SDK includes Qt 5.9.
* This step is not required for building on Steam Link, because the Steam Link SDK includes Qt 5.14.
2. Run `git submodule update --init --recursive` from within `moonlight-qt/`
3. Open the project in Qt Creator or build from qmake on the command line.
* To build a binary for use on non-development machines, use the scripts in the `scripts` folder.
* For Windows builds, use `scripts\build-arch.bat` and `scripts\generate-bundle.bat`. Execute these scripts from the root of the repository within a Qt command prompt. Ensure WiX and 7-Zip binary directories are in your `%PATH%`.
* For Windows builds, use `scripts\build-arch.bat` and `scripts\generate-bundle.bat`. Execute these scripts from the root of the repository within a Qt command prompt. Ensure 7-Zip binary directory is on your `%PATH%`.
* For macOS builds, use `scripts/generate-dmg.sh`. Execute this script from the root of the repository and ensure Qt's `bin` folder is in your `$PATH`.
* For Steam Link builds, run `scripts/build-steamlink-app.sh` from the root of the repository.
* To build from the command line for development use, run `qmake moonlight-qt.pro` then `make debug` or `make release`
* To create an embedded build for a single-purpose device, use `qmake "CONFIG+=embedded" moonlight-qt.pro` and build normally.
* To build from the command line for development use on macOS or Linux, run `qmake6 moonlight-qt.pro` then `make debug` or `make release`
* To create an embedded build for a single-purpose device, use `qmake6 "CONFIG+=embedded" moonlight-qt.pro` and build normally.
* This build will lack windowed mode, Discord/Help links, and other features that don't make sense on an embedded device.
* For platforms with poor GPU performance, add `"CONFIG+=gpuslow"` to prefer direct KMSDRM rendering over GL/Vulkan renderers. Direct KMSDRM rendering can use dedicated YUV/RGB conversion and scaling hardware rather than slower GPU shaders for these operations.
## Contribute
1. Fork us
+18 -2
View File
@@ -5,7 +5,7 @@
<key>CFBundleExecutable</key>
<string>Moonlight</string>
<key>CFBundleGetInfoString</key>
<string>Stream games from your NVIDIA GameStream-enabled PC</string>
<string>Stream games and other applications from another PC</string>
<key>CFBundleIconFile</key>
<string>moonlight</string>
<key>CFBundleIdentifier</key>
@@ -17,11 +17,27 @@
<key>CFBundleSignature</key>
<string>????</string>
<key>LSMinimumSystemVersion</key>
<string>10.14</string>
<string>11.0.0</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>NSSupportsAutomaticGraphicsSwitching</key>
<true/>
<key>GCSupportedGameControllers</key>
<array>
<dict>
<key>ProfileName</key>
<string>ExtendedGamepad</string>
</dict>
</array>
<key>GCSupportsControllerUserInteraction</key>
<true/>
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true/>
</dict>
<key>NSLocalNetworkUsageDescription</key>
<string>Moonlight uses the local network to connect to your gaming PC for streaming.</string>
<key>CFBundleVersion</key>
<string>VERSION</string>
<key>CFBundleShortVersionString</key>
+320
View File
@@ -0,0 +1,320 @@
#include "SDL_compat.h"
#include <SDL_syswm.h>
void* SDLC_Win32_GetHwnd(SDL_Window* window)
{
#ifdef SDL_VIDEO_DRIVER_WINDOWS
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return NULL;
}
if (info.subsystem == SDL_SYSWM_WINDOWS) {
return info.info.win.window;
}
#else
(void)window;
#endif
return NULL;
}
void* SDLC_MacOS_GetWindow(SDL_Window* window)
{
#ifdef SDL_VIDEO_DRIVER_COCOA
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return NULL;
}
if (info.subsystem == SDL_SYSWM_COCOA) {
return info.info.cocoa.window;
}
#else
(void)window;
#endif
return NULL;
}
void* SDLC_X11_GetDisplay(SDL_Window* window)
{
#ifdef SDL_VIDEO_DRIVER_X11
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return NULL;
}
if (info.subsystem == SDL_SYSWM_X11) {
return info.info.x11.display;
}
#else
(void)window;
#endif
return NULL;
}
unsigned long SDLC_X11_GetWindow(SDL_Window* window)
{
#ifdef SDL_VIDEO_DRIVER_X11
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return 0;
}
if (info.subsystem == SDL_SYSWM_X11) {
return info.info.x11.window;
}
#else
(void)window;
#endif
return 0;
}
void* SDLC_Wayland_GetDisplay(SDL_Window* window)
{
#ifdef SDL_VIDEO_DRIVER_WAYLAND
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return NULL;
}
if (info.subsystem == SDL_SYSWM_WAYLAND) {
return info.info.wl.display;
}
#else
(void)window;
#endif
return NULL;
}
void* SDLC_Wayland_GetSurface(SDL_Window* window)
{
#ifdef SDL_VIDEO_DRIVER_WAYLAND
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return NULL;
}
if (info.subsystem == SDL_SYSWM_WAYLAND) {
return info.info.wl.surface;
}
#else
(void)window;
#endif
return NULL;
}
int SDLC_KMSDRM_GetFd(SDL_Window* window)
{
#if defined(SDL_VIDEO_DRIVER_KMSDRM) && SDL_VERSION_ATLEAST(2, 0, 15)
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return -1;
}
if (info.subsystem == SDL_SYSWM_KMSDRM) {
return info.info.kmsdrm.drm_fd;
}
#else
(void)window;
#endif
return -1;
}
int SDLC_KMSDRM_GetDevIndex(SDL_Window* window)
{
#if defined(SDL_VIDEO_DRIVER_KMSDRM) && SDL_VERSION_ATLEAST(2, 0, 15)
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return -1;
}
if (info.subsystem == SDL_SYSWM_KMSDRM) {
return info.info.kmsdrm.dev_index;
}
#else
(void)window;
#endif
return -1;
}
SDLC_VideoDriver SDLC_GetVideoDriver(void)
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
return SDLC_VIDEO_WIN32;
#elif defined(SDL_VIDEO_DRIVER_COCOA)
return SDLC_VIDEO_MACOS;
#else
const char* videoDriver = SDL_GetCurrentVideoDriver();
if (SDL_strcmp(videoDriver, "x11") == 0) {
return SDLC_VIDEO_X11;
}
else if (SDL_strcmp(videoDriver, "wayland") == 0) {
return SDLC_VIDEO_WAYLAND;
}
else if (SDL_strcmp(videoDriver, "kmsdrm") == 0) {
return SDLC_VIDEO_KMSDRM;
}
else {
SDL_assert(0);
return SDLC_VIDEO_UNKNOWN;
}
#endif
}
bool SDLC_IsFullscreen(SDL_Window* window)
{
return !!(SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN);
}
bool SDLC_IsFullscreenExclusive(SDL_Window* window)
{
return (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN;
}
bool SDLC_IsFullscreenDesktop(SDL_Window* window)
{
return (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP;
}
void SDLC_EnterFullscreen(SDL_Window* window, bool exclusive)
{
SDL_SetWindowFullscreen(window, exclusive ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_FULLSCREEN_DESKTOP);
}
void SDLC_LeaveFullscreen(SDL_Window* window)
{
SDL_SetWindowFullscreen(window, 0);
}
SDL_Window* SDLC_CreateWindowWithFallback(const char *title,
int x, int y, int w, int h,
Uint32 requiredFlags,
Uint32 optionalFlags)
{
SDL_Window* window = SDL_CreateWindow(title, x, y, w, h, requiredFlags | optionalFlags);
if (!window) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window with optional flags: %s",
SDL_GetError());
// Try the fallback flags now
window = SDL_CreateWindow(title, x, y, w, h, requiredFlags);
}
return window;
}
void SDLC_FlushWindowEvents(void)
{
SDL_FlushEvent(SDL_WINDOWEVENT);
}
SDL_JoystickID* SDL_GetGamepads(int *count)
{
int numJoysticks = SDL_NumJoysticks();
SDL_JoystickID* ids = SDL_calloc(numJoysticks + 1, sizeof(SDL_JoystickID));
int numGamepads = 0;
for (int i = 0; i < numJoysticks; i++) {
if (SDL_IsGameController(i)) {
ids[numGamepads++] = i;
}
}
if (count != NULL) {
*count = numGamepads;
}
return ids;
}
SDL_JoystickID* SDL_GetJoysticks(int *count)
{
int numJoysticks = SDL_NumJoysticks();
SDL_JoystickID* ids = SDL_calloc(numJoysticks + 1, sizeof(SDL_JoystickID));
for (int i = 0; i < numJoysticks; i++) {
ids[i] = i;
}
if (count != NULL) {
*count = numJoysticks;
}
return ids;
}
SDL_DisplayID * SDL_GetDisplays(int *count)
{
int numDisplays = SDL_GetNumVideoDisplays();
SDL_DisplayID* ids = SDL_calloc(numDisplays + 1, sizeof(SDL_DisplayID));
for (int i = 0; i < numDisplays; i++) {
ids[i] = i;
}
if (count != NULL) {
*count = numDisplays;
}
return ids;
}
const SDL_DisplayMode * SDL_GetWindowFullscreenMode(SDL_Window *window)
{
static SDL_DisplayMode mode;
if (SDL_GetWindowDisplayMode(window, &mode) == 0) {
return &mode;
}
else {
return NULL;
}
}
+303
View File
@@ -0,0 +1,303 @@
//
// Compatibility header for older versions of SDL.
// Include this instead of SDL.h directly.
//
#pragma once
#include <SDL.h>
#include <stdbool.h>
// This is a pure C header for compatibility with SDL.h
#ifdef __cplusplus
extern "C" {
#endif
// These SLDC_* functions and constants are special SDL-like things
// used to abstract certain SDL2 vs SDL3 differences.
void* SDLC_Win32_GetHwnd(SDL_Window* window);
void* SDLC_MacOS_GetWindow(SDL_Window* window);
void* SDLC_X11_GetDisplay(SDL_Window* window);
unsigned long SDLC_X11_GetWindow(SDL_Window* window);
void* SDLC_Wayland_GetDisplay(SDL_Window* window);
void* SDLC_Wayland_GetSurface(SDL_Window* window);
int SDLC_KMSDRM_GetFd(SDL_Window* window);
int SDLC_KMSDRM_GetDevIndex(SDL_Window* window);
typedef enum {
SDLC_VIDEO_UNKNOWN,
SDLC_VIDEO_WIN32,
SDLC_VIDEO_MACOS,
SDLC_VIDEO_X11,
SDLC_VIDEO_WAYLAND,
SDLC_VIDEO_KMSDRM,
} SDLC_VideoDriver;
SDLC_VideoDriver SDLC_GetVideoDriver();
bool SDLC_IsFullscreen(SDL_Window* window);
bool SDLC_IsFullscreenExclusive(SDL_Window* window);
bool SDLC_IsFullscreenDesktop(SDL_Window* window);
void SDLC_EnterFullscreen(SDL_Window* window, bool exclusive);
void SDLC_LeaveFullscreen(SDL_Window* window);
SDL_Window* SDLC_CreateWindowWithFallback(const char *title,
int x, int y, int w, int h,
Uint32 requiredFlags,
Uint32 optionalFlags);
void SDLC_FlushWindowEvents();
#define SDLC_SUCCESS(x) ((x) == 0)
#define SDLC_FAILURE(x) ((x) != 0)
// SDL_FRect wasn't added until 2.0.10
#if !SDL_VERSION_ATLEAST(2, 0, 10)
typedef struct SDL_FRect
{
float x;
float y;
float w;
float h;
} SDL_FRect;
#endif
#ifndef SDL_THREAD_PRIORITY_TIME_CRITICAL
#define SDL_THREAD_PRIORITY_TIME_CRITICAL SDL_THREAD_PRIORITY_HIGH
#endif
#ifndef SDL_HINT_VIDEO_X11_FORCE_EGL
#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
#endif
#ifndef SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
#endif
#ifndef SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED
#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
#endif
#ifndef SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
#endif
#ifndef SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
#endif
#ifndef SDL_HINT_WINDOWS_USE_D3D9EX
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
#endif
#ifndef SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
#endif
#ifndef SDL_HINT_MOUSE_RELATIVE_SCALING
#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
#endif
#ifndef SDL_HINT_AUDIO_DEVICE_APP_NAME
#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
#endif
#ifndef SDL_HINT_APP_NAME
#define SDL_HINT_APP_NAME "SDL_APP_NAME"
#endif
#ifndef SDL_HINT_MOUSE_AUTO_CAPTURE
#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE"
#endif
#ifndef SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP
#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
#endif
// SDL3 renamed hints
#define SDL_HINT_VIDEO_FORCE_EGL SDL_HINT_VIDEO_X11_FORCE_EGL
// Events
#define SDL_EVENT_QUIT SDL_QUIT
#define SDL_EVENT_CLIPBOARD_UPDATE SDL_CLIPBOARDUPDATE
#define SDL_EVENT_GAMEPAD_ADDED SDL_CONTROLLERDEVICEADDED
#define SDL_EVENT_GAMEPAD_REMAPPED SDL_CONTROLLERDEVICEREMAPPED
#define SDL_EVENT_GAMEPAD_REMOVED SDL_CONTROLLERDEVICEREMOVED
#define SDL_EVENT_GAMEPAD_SENSOR_UPDATE SDL_CONTROLLERSENSORUPDATE
#define SDL_EVENT_GAMEPAD_BUTTON_DOWN SDL_CONTROLLERBUTTONDOWN
#define SDL_EVENT_GAMEPAD_BUTTON_UP SDL_CONTROLLERBUTTONUP
#define SDL_EVENT_GAMEPAD_AXIS_MOTION SDL_CONTROLLERAXISMOTION
#define SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN SDL_CONTROLLERTOUCHPADDOWN
#define SDL_EVENT_GAMEPAD_TOUCHPAD_UP SDL_CONTROLLERTOUCHPADUP
#define SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION SDL_CONTROLLERTOUCHPADMOTION
#define SDL_EVENT_JOYSTICK_ADDED SDL_JOYDEVICEADDED
#define SDL_EVENT_JOYSTICK_REMOVED SDL_JOYDEVICEREMOVED
#define SDL_EVENT_JOYSTICK_BATTERY_UPDATED SDL_JOYBATTERYUPDATED
#define SDL_EVENT_FINGER_DOWN SDL_FINGERDOWN
#define SDL_EVENT_FINGER_MOTION SDL_FINGERMOTION
#define SDL_EVENT_FINGER_UP SDL_FINGERUP
#define SDL_EVENT_KEY_DOWN SDL_KEYDOWN
#define SDL_EVENT_KEY_UP SDL_KEYUP
#define SDL_EVENT_MOUSE_BUTTON_DOWN SDL_MOUSEBUTTONDOWN
#define SDL_EVENT_MOUSE_BUTTON_UP SDL_MOUSEBUTTONUP
#define SDL_EVENT_MOUSE_MOTION SDL_MOUSEMOTION
#define SDL_EVENT_MOUSE_WHEEL SDL_MOUSEWHEEL
#define SDL_EVENT_RENDER_DEVICE_RESET SDL_RENDER_DEVICE_RESET
#define SDL_EVENT_RENDER_TARGETS_RESET SDL_RENDER_TARGETS_RESET
#define SDL_EVENT_USER SDL_USEREVENT
#define SDL_EVENT_WINDOW_FOCUS_GAINED SDL_WINDOWEVENT_FOCUS_GAINED
#define SDL_EVENT_WINDOW_FOCUS_LOST SDL_WINDOWEVENT_FOCUS_LOST
#define SDL_EVENT_WINDOW_MOUSE_ENTER SDL_WINDOWEVENT_ENTER
#define SDL_EVENT_WINDOW_MOUSE_LEAVE SDL_WINDOWEVENT_LEAVE
#define SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED SDL_WINDOWEVENT_SIZE_CHANGED
#define SDL_EVENT_WINDOW_SHOWN SDL_WINDOWEVENT_SHOWN
#define SDL_EVENT_WINDOW_DISPLAY_CHANGED SDL_WINDOWEVENT_DISPLAY_CHANGED
#define SDL_BUTTON_MASK(x) SDL_BUTTON(x)
#define gbutton cbutton
#define gaxis caxis
#define gdevice cdevice
#define gsensor csensor
#define gtouchpad ctouchpad
#define fingerID fingerId
#define touchID touchId
#define KEY_DOWN(x) ((x)->state == SDL_PRESSED)
#define KEY_KEY(x) ((x)->keysym.sym)
#define KEY_MOD(x) ((x)->keysym.mod)
#define KEY_SCANCODE(x) ((x)->keysym.scancode)
// Gamepad
#define SDL_INIT_GAMEPAD SDL_INIT_GAMECONTROLLER
#define SDL_GAMEPAD_BUTTON_SOUTH SDL_CONTROLLER_BUTTON_A
#define SDL_GAMEPAD_BUTTON_EAST SDL_CONTROLLER_BUTTON_B
#define SDL_GAMEPAD_BUTTON_WEST SDL_CONTROLLER_BUTTON_X
#define SDL_GAMEPAD_BUTTON_NORTH SDL_CONTROLLER_BUTTON_Y
#define SDL_GAMEPAD_BUTTON_LEFT_SHOULDER SDL_CONTROLLER_BUTTON_LEFTSHOULDER
#define SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
#define SDL_GAMEPAD_BUTTON_DPAD_UP SDL_CONTROLLER_BUTTON_DPAD_UP
#define SDL_GAMEPAD_BUTTON_DPAD_DOWN SDL_CONTROLLER_BUTTON_DPAD_DOWN
#define SDL_GAMEPAD_BUTTON_DPAD_LEFT SDL_CONTROLLER_BUTTON_DPAD_LEFT
#define SDL_GAMEPAD_BUTTON_DPAD_RIGHT SDL_CONTROLLER_BUTTON_DPAD_RIGHT
#define SDL_GAMEPAD_BUTTON_START SDL_CONTROLLER_BUTTON_START
#define SDL_GAMEPAD_BUTTON_TOUCHPAD SDL_CONTROLLER_BUTTON_TOUCHPAD
#define SDL_GAMEPAD_BINDTYPE_AXIS SDL_CONTROLLER_BINDTYPE_AXIS
#define SDL_GAMEPAD_BINDTYPE_BUTTON SDL_CONTROLLER_BINDTYPE_BUTTON
#define SDL_GAMEPAD_BINDTYPE_HAT SDL_CONTROLLER_BINDTYPE_HAT
#define SDL_GAMEPAD_BINDTYPE_NONE SDL_CONTROLLER_BINDTYPE_NONE
#define SDL_GAMEPAD_AXIS_LEFTX SDL_CONTROLLER_AXIS_LEFTX
#define SDL_GAMEPAD_AXIS_LEFTY SDL_CONTROLLER_AXIS_LEFTY
#define SDL_GAMEPAD_AXIS_RIGHTX SDL_CONTROLLER_AXIS_RIGHTX
#define SDL_GAMEPAD_AXIS_RIGHTY SDL_CONTROLLER_AXIS_RIGHTY
#define SDL_GAMEPAD_AXIS_LEFT_TRIGGER SDL_CONTROLLER_AXIS_TRIGGERLEFT
#define SDL_GAMEPAD_AXIS_RIGHT_TRIGGER SDL_CONTROLLER_AXIS_TRIGGERRIGHT
// SDL_OpenGamepad() not defined due to differing semantics
SDL_JoystickID* SDL_GetGamepads(int *count);
#define SDL_OpenGamepad(x) SDL_GameControllerOpen(x)
#define SDL_CloseGamepad(x) SDL_GameControllerClose(x)
#define SDL_GetGamepadMapping(x) SDL_GameControllerMapping(x)
#define SDL_GetGamepadName(x) SDL_GameControllerName(x)
#define SDL_GetGamepadVendor(x) SDL_GameControllerGetVendor(x)
#define SDL_GetGamepadProduct(x) SDL_GameControllerGetProduct(x)
#define SDL_GetGamepadJoystick(x) SDL_GameControllerGetJoystick(x)
#define SDL_GamepadHasButton(x, y) SDL_GameControllerHasButton(x, y)
#define SDL_GamepadHasSensor(x, y) SDL_GameControllerHasSensor(x, y)
#define SDL_SetGamepadPlayerIndex(x, y) SDL_GameControllerSetPlayerIndex(x, y)
#define SDL_GamepadSensorEnabled(x, y) SDL_GameControllerIsSensorEnabled(x, y)
#define SDL_SetGamepadSensorEnabled(x, y, z) SDL_GameControllerSetSensorEnabled(x, y, z)
#define SDL_GetNumGamepadTouchpads(x) SDL_GameControllerGetNumTouchpads(x)
#define SDL_SetGamepadLED(x, r, g, b) SDL_GameControllerSetLED(x, r, g, b)
#define SDL_RumbleGamepad(x, y, z, w) SDL_GameControllerRumble(x, y, z, w)
#define SDL_RumbleGamepadTriggers(x, y, z, w) SDL_GameControllerRumbleTriggers(x, y, z, w)
#define SDL_GetGamepadAxis(x, y) SDL_GameControllerGetAxis(x, y)
#define SDL_GetGamepadType(x) SDL_GameControllerGetType(x)
#define SDL_IsGamepad(x) SDL_IsGameController(x)
#define SDL_GAMEPAD_TYPE_STANDARD SDL_CONTROLLER_TYPE_UNKNOWN
#define SDL_GAMEPAD_TYPE_VIRTUAL SDL_CONTROLLER_TYPE_VIRTUAL
#define SDL_GAMEPAD_TYPE_XBOX360 SDL_CONTROLLER_TYPE_XBOX360
#define SDL_GAMEPAD_TYPE_XBOXONE SDL_CONTROLLER_TYPE_XBOXONE
#define SDL_GAMEPAD_TYPE_PS3 SDL_CONTROLLER_TYPE_PS3
#define SDL_GAMEPAD_TYPE_PS4 SDL_CONTROLLER_TYPE_PS4
#define SDL_GAMEPAD_TYPE_PS5 SDL_CONTROLLER_TYPE_PS5
#define SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT
#define SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
#define SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT
#define SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO
// SDL_OpenGamepad() not defined due to differing semantics
SDL_JoystickID* SDL_GetJoysticks(int *count);
#define SDL_OpenJoystick(x) SDL_JoystickOpen(x)
#define SDL_CloseJoystick(x) SDL_JoystickClose(x)
#define SDL_GetJoystickID(x) SDL_JoystickInstanceID(x)
#define SDL_GetJoystickGUID(x) SDL_JoystickGetGUID(x)
#define SDL_GetJoystickPowerLevel(x) SDL_JoystickCurrentPowerLevel(x)
#define SDL_GetNumJoystickAxes(x) SDL_JoystickNumAxes(x)
#define SDL_GetNumJoystickBalls(x) SDL_JoystickNumBalls(x)
#define SDL_GetNumJoystickButtons(x) SDL_JoystickNumButtons(x)
#define SDL_GetNumJoystickHats(x) SDL_JoystickNumHats(x)
#define SDL_GetJoystickGUIDForID(x) SDL_JoystickGetDeviceGUID(x)
typedef SDL_ControllerAxisEvent SDL_GamepadAxisEvent;
typedef SDL_ControllerButtonEvent SDL_GamepadButtonEvent;
typedef SDL_ControllerSensorEvent SDL_GamepadSensorEvent;
typedef SDL_ControllerTouchpadEvent SDL_GamepadTouchpadEvent;
typedef SDL_ControllerDeviceEvent SDL_GamepadDeviceEvent;
typedef SDL_GameController SDL_Gamepad;
typedef SDL_GameControllerButton SDL_GamepadButton;
// Audio
#define SDL_AUDIO_F32 AUDIO_F32SYS
#define SDL_ResumeAudioDevice(x) SDL_PauseAudioDevice(x, 0)
// Atomics
#define SDL_GetAtomicInt(x) SDL_AtomicGet(x)
#define SDL_SetAtomicInt(x, y) SDL_AtomicSet(x, y)
#define SDL_GetAtomicPointer(x) SDL_AtomicGetPtr(x)
#define SDL_SetAtomicPointer(x, y) SDL_AtomicSetPtr(x, y)
#define SDL_LockSpinlock(x) SDL_AtomicLock(x)
#define SDL_TryLockSpinlock(x) SDL_AtomicTryLock(x)
#define SDL_UnlockSpinlock(x) SDL_AtomicUnlock(x)
typedef SDL_atomic_t SDL_AtomicInt;
// Video
#define SDL_KMOD_CTRL KMOD_CTRL
#define SDL_KMOD_ALT KMOD_ALT
#define SDL_KMOD_SHIFT KMOD_SHIFT
#define SDL_KMOD_GUI KMOD_GUI
#define SDL_WINDOW_HIGH_PIXEL_DENSITY SDL_WINDOW_ALLOW_HIGHDPI
#define SDL_SetWindowFullscreenMode(x, y) SDL_SetWindowDisplayMode(x, y)
#define SDL_GetDisplayForWindow(x) SDL_GetWindowDisplayIndex(x)
#define SDL_GetRenderViewport(x, y) SDL_RenderGetViewport(x, y)
#define SDL_DestroySurface(x) SDL_FreeSurface(x)
#define SDL_RenderTexture(x, y, z, w) SDL_RenderCopy(x, y, z, w)
#define SDL_GetPrimaryDisplay() (0)
#define SDL_CreateSurfaceFrom(w, h, fmt, pixels, pitch) SDL_CreateRGBSurfaceWithFormatFrom(pixels, w, h, SDL_BITSPERPIXEL(fmt), pitch, fmt)
#define SDLC_DEFAULT_RENDER_DRIVER -1
typedef int SDL_DisplayID;
SDL_DisplayID * SDL_GetDisplays(int *count);
const SDL_DisplayMode * SDL_GetWindowFullscreenMode(SDL_Window *window);
// Misc
#define SDL_GetNumLogicalCPUCores() SDL_GetCPUCount()
#define SDL_IOFromConstMem(x, y) SDL_RWFromConstMem(x, y)
#define SDL_SetCurrentThreadPriority(x) SDL_SetThreadPriority(x)
#define SDL_GUIDToString(x, y, z) SDL_JoystickGetGUIDString(x, y, z)
#ifdef __cplusplus
}
#endif
+197 -71
View File
@@ -12,10 +12,13 @@ include(../globaldefs.pri)
# Precompile QML files to avoid writing qmlcache on portable versions.
# Since this binds the app against the Qt runtime version, we will only
# do this for Windows and Mac, since they ship with the Qt runtime.
win32|macx {
CONFIG(release, debug|release) {
CONFIG += qtquickcompiler
# do this for Windows and Mac (when disable-prebuilts is not defined),
# since they always ship with the matching build of the Qt runtime.
!disable-prebuilts {
win32|macx {
CONFIG(release, debug|release) {
CONFIG += qtquickcompiler
}
}
}
@@ -48,85 +51,133 @@ win32 {
INCLUDEPATH += $$PWD/../libs/windows/include
LIBS += ws2_32.lib winmm.lib dxva2.lib ole32.lib gdi32.lib user32.lib d3d9.lib dwmapi.lib dbghelp.lib
# Work around a conflict with math.h inclusion between SDL and Qt 6
DEFINES += _USE_MATH_DEFINES
}
macx {
macx:!disable-prebuilts {
INCLUDEPATH += $$PWD/../libs/mac/include
INCLUDEPATH += $$PWD/../libs/mac/Frameworks/SDL2.framework/Versions/A/Headers
INCLUDEPATH += $$PWD/../libs/mac/Frameworks/SDL2_ttf.framework/Versions/A/Headers
LIBS += -L$$PWD/../libs/mac/lib -F$$PWD/../libs/mac/Frameworks
# QMake doesn't handle framework-style includes correctly on its own
QMAKE_CFLAGS += -F$$PWD/../libs/mac/Frameworks
QMAKE_CXXFLAGS += -F$$PWD/../libs/mac/Frameworks
QMAKE_OBJECTIVE_CFLAGS += -F$$PWD/../libs/mac/Frameworks
}
unix:!macx {
unix:if(!macx|disable-prebuilts) {
CONFIG += link_pkgconfig
PKGCONFIG += openssl sdl2 SDL2_ttf opus
PKGCONFIG += openssl sdl2 SDL2_ttf
packagesExist(libavcodec) {
PKGCONFIG += libavcodec libavutil
CONFIG += ffmpeg
packagesExist(libva) {
packagesExist(libva-x11) {
CONFIG += libva-x11
}
packagesExist(libva-wayland) {
CONFIG += libva-wayland
}
packagesExist(libva-drm) {
CONFIG += libva-drm
}
CONFIG += libva
}
packagesExist(vdpau) {
CONFIG += libvdpau
}
packagesExist(mmal) {
PKGCONFIG += mmal
CONFIG += mmal
}
packagesExist(libdrm) {
PKGCONFIG += libdrm
CONFIG += libdrm
}
packagesExist(ffnvcodec) {
PKGCONFIG += ffnvcodec
CONFIG += cuda
}
# We have our own optimized libopus.a for Steam Link
if(!config_SL|disable-prebuilts) {
PKGCONFIG += opus
}
packagesExist(wayland-client) {
DEFINES += HAS_WAYLAND
PKGCONFIG += wayland-client
}
!disable-ffmpeg {
packagesExist(libavcodec) {
PKGCONFIG += libavcodec libavutil libswscale
CONFIG += ffmpeg
packagesExist(x11) {
DEFINES += HAS_X11
PKGCONFIG += x11
!disable-libva {
packagesExist(libva) {
!disable-x11 {
packagesExist(libva-x11) {
CONFIG += libva-x11
}
}
!disable-wayland {
packagesExist(libva-wayland) {
CONFIG += libva-wayland
}
}
!disable-libdrm {
packagesExist(libva-drm) {
CONFIG += libva-drm
}
}
CONFIG += libva
}
}
!disable-libvdpau {
packagesExist(vdpau) {
CONFIG += libvdpau
}
}
!disable-mmal {
packagesExist(mmal) {
PKGCONFIG += mmal
CONFIG += mmal
}
}
!disable-libdrm {
packagesExist(libdrm) {
PKGCONFIG += libdrm
CONFIG += libdrm
}
}
!disable-cuda {
packagesExist(ffnvcodec) {
PKGCONFIG += ffnvcodec
CONFIG += cuda
}
}
!disable-libplacebo {
packagesExist(libplacebo) {
PKGCONFIG += libplacebo
CONFIG += libplacebo
}
}
}
!disable-wayland {
packagesExist(wayland-client) {
CONFIG += wayland
PKGCONFIG += wayland-client
}
}
!disable-x11 {
packagesExist(x11) {
DEFINES += HAS_X11
PKGCONFIG += x11
}
}
}
}
win32 {
LIBS += -llibssl -llibcrypto -lSDL2 -lSDL2_ttf -lavcodec -lavutil -lopus -ldxgi -ld3d11
CONFIG += ffmpeg
LIBS += -llibssl -llibcrypto -lSDL2 -lSDL2_ttf -lavcodec -lavutil -lswscale -lopus -ldxgi -ld3d11 -llibplacebo
CONFIG += ffmpeg libplacebo
}
win32:!winrt {
CONFIG += soundio discord-rpc
}
macx {
LIBS += -lssl -lcrypto -lavcodec.59 -lavutil.57 -lopus -framework SDL2 -framework SDL2_ttf
LIBS += -lobjc -framework VideoToolbox -framework AVFoundation -framework CoreVideo -framework CoreGraphics -framework CoreMedia -framework AppKit -framework Metal
!disable-prebuilts {
LIBS += -lssl.3 -lcrypto.3 -lavcodec.61 -lavutil.59 -lswscale.8 -lopus -framework SDL2 -framework SDL2_ttf
CONFIG += discord-rpc
}
LIBS += -lobjc -framework VideoToolbox -framework AVFoundation -framework CoreVideo -framework CoreGraphics -framework CoreMedia -framework AppKit -framework Metal -framework QuartzCore
# For libsoundio
LIBS += -framework CoreAudio -framework AudioUnit
CONFIG += ffmpeg soundio discord-rpc
CONFIG += ffmpeg soundio
}
SOURCES += \
SDL_compat.c \
backend/nvaddress.cpp \
backend/nvapp.cpp \
cli/pair.cpp \
main.cpp \
backend/computerseeker.cpp \
backend/identitymanager.cpp \
@@ -137,6 +188,7 @@ SOURCES += \
backend/boxartmanager.cpp \
backend/richpresencemanager.cpp \
cli/commandlineparser.cpp \
cli/listapps.cpp \
cli/quitstream.cpp \
cli/startstream.cpp \
settings/compatfetcher.cpp \
@@ -163,8 +215,10 @@ SOURCES += \
wm.cpp
HEADERS += \
SDL_compat.h \
backend/nvaddress.h \
backend/nvapp.h \
cli/pair.h \
settings/compatfetcher.h \
settings/mappingfetcher.h \
utils.h \
@@ -177,6 +231,7 @@ HEADERS += \
backend/boxartmanager.h \
backend/richpresencemanager.h \
cli/commandlineparser.h \
cli/listapps.h \
cli/quitstream.h \
cli/startstream.h \
settings/streamingpreferences.h \
@@ -202,16 +257,18 @@ ffmpeg {
DEFINES += HAVE_FFMPEG
SOURCES += \
streaming/video/ffmpeg.cpp \
streaming/video/ffmpeg-renderers/genhwaccel.cpp \
streaming/video/ffmpeg-renderers/sdlvid.cpp \
streaming/video/ffmpeg-renderers/pacer/pacer.cpp \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.cpp
streaming/video/ffmpeg-renderers/swframemapper.cpp \
streaming/video/ffmpeg-renderers/pacer/pacer.cpp
HEADERS += \
streaming/video/ffmpeg.h \
streaming/video/ffmpeg-renderers/renderer.h \
streaming/video/ffmpeg-renderers/genhwaccel.h \
streaming/video/ffmpeg-renderers/sdlvid.h \
streaming/video/ffmpeg-renderers/pacer/pacer.h \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.h
streaming/video/ffmpeg-renderers/swframemapper.h \
streaming/video/ffmpeg-renderers/pacer/pacer.h
}
libva {
message(VAAPI renderer selected)
@@ -233,7 +290,7 @@ libva-wayland {
PKGCONFIG += libva-wayland
DEFINES += HAVE_LIBVA_WAYLAND
}
libva-wayland {
libva-drm {
message(VAAPI DRM support enabled)
PKGCONFIG += libva-drm
@@ -252,6 +309,18 @@ mmal {
DEFINES += HAVE_MMAL
SOURCES += streaming/video/ffmpeg-renderers/mmal.cpp
HEADERS += streaming/video/ffmpeg-renderers/mmal.h
# We suppress EGL usage when MMAL is available because MMAL has
# significantly better performance than EGL on the Pi. Setting
# this option allows EGL usage even if built with MMAL support.
#
# It is highly recommended to also build with 'gpuslow' to avoid
# EGL being preferred if direct DRM rendering is available.
allow-egl-with-mmal {
message(Allowing EGL usage with MMAL enabled)
DEFINES += ALLOW_EGL_WITH_MMAL
}
}
libdrm {
message(DRM renderer selected)
@@ -262,7 +331,7 @@ libdrm {
linux {
message(Master hooks enabled)
SOURCES += masterhook.c
SOURCES += masterhook.c masterhook_internal.c
LIBS += -ldl
}
}
@@ -272,6 +341,19 @@ cuda {
DEFINES += HAVE_CUDA
SOURCES += streaming/video/ffmpeg-renderers/cuda.cpp
HEADERS += streaming/video/ffmpeg-renderers/cuda.h
# ffnvcodec uses libdl in cuda_load_functions()/cuda_free_functions()
LIBS += -ldl
}
libplacebo {
message(Vulkan support enabled via libplacebo)
DEFINES += HAVE_LIBPLACEBO_VULKAN
SOURCES += \
streaming/video/ffmpeg-renderers/plvk.cpp \
streaming/video/ffmpeg-renderers/plvk_c.c
HEADERS += \
streaming/video/ffmpeg-renderers/plvk.h
}
config_EGL {
message(EGL renderer selected)
@@ -280,12 +362,22 @@ config_EGL {
DEFINES += HAVE_EGL
SOURCES += \
streaming/video/ffmpeg-renderers/eglvid.cpp \
streaming/video/ffmpeg-renderers/egl_extensions.cpp
HEADERS += streaming/video/ffmpeg-renderers/eglvid.h
streaming/video/ffmpeg-renderers/egl_extensions.cpp \
streaming/video/ffmpeg-renderers/eglimagefactory.cpp
HEADERS += \
streaming/video/ffmpeg-renderers/eglvid.h \
streaming/video/ffmpeg-renderers/eglimagefactory.h
}
config_SL {
message(Steam Link build configuration selected)
!disable-prebuilts {
# Link against our NEON-optimized libopus build
LIBS += -L$$PWD/../libs/steamlink/lib
INCLUDEPATH += $$PWD/../libs/steamlink/include
LIBS += -lopus -larmasm -lNE10
}
DEFINES += EMBEDDED_BUILD STEAM_LINK HAVE_SLVIDEO HAVE_SLAUDIO
LIBS += -lSLVideo -lSLAudio
@@ -316,7 +408,9 @@ macx {
message(VideoToolbox renderer selected)
SOURCES += \
streaming/video/ffmpeg-renderers/vt.mm
streaming/video/ffmpeg-renderers/vt_base.mm \
streaming/video/ffmpeg-renderers/vt_avsamplelayer.mm \
streaming/video/ffmpeg-renderers/vt_metal.mm
HEADERS += \
streaming/video/ffmpeg-renderers/vt.h
@@ -339,13 +433,35 @@ embedded {
DEFINES += EMBEDDED_BUILD
}
glslow {
message(GL slow build)
DEFINES += GL_IS_SLOW
}
vkslow {
message(Vulkan slow build)
DEFINES += VULKAN_IS_SLOW
}
gpuslow {
message(GPU slow build)
DEFINES += GL_IS_SLOW VULKAN_IS_SLOW
}
wayland {
message(Wayland extensions enabled)
DEFINES += HAS_WAYLAND
SOURCES += streaming/video/ffmpeg-renderers/pacer/waylandvsyncsource.cpp
HEADERS += streaming/video/ffmpeg-renderers/pacer/waylandvsyncsource.h
}
RESOURCES += \
resources.qrc \
qml.qrc
TRANSLATIONS += \
languages/qml_zh_cn.ts \
languages/qml_zh_CN.ts \
languages/qml_de.ts \
languages/qml_fr.ts \
languages/qml_nb_NO.ts \
@@ -360,12 +476,18 @@ TRANSLATIONS += \
languages/qml_sv.ts \
languages/qml_tr.ts \
languages/qml_uk.ts \
languages/qml_zh_Hant.ts \
languages/qml_zh_TW.ts \
languages/qml_el.ts \
languages/qml_hi.ts \
languages/qml_it.ts \
languages/qml_pt.ts \
languages/qml_pt_BR.ts
languages/qml_pt_BR.ts \
languages/qml_pl.ts \
languages/qml_cs.ts \
languages/qml_he.ts \
languages/qml_ckb.ts \
languages/qml_lt.ts \
languages/qml_et.ts
# Additional import path used to resolve QML modules in Qt Creator's code model
QML_IMPORT_PATH =
@@ -454,15 +576,19 @@ macx {
APP_BUNDLE_RESOURCES.files = moonlight.icns
APP_BUNDLE_RESOURCES.path = Contents/Resources
APP_BUNDLE_FRAMEWORKS.files = $$files(../libs/mac/Frameworks/*.framework, true) $$files(../libs/mac/lib/*.dylib, true)
APP_BUNDLE_FRAMEWORKS.path = Contents/Frameworks
APP_BUNDLE_PLIST.files = $$OUT_PWD/Info.plist
APP_BUNDLE_PLIST.path = Contents
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES APP_BUNDLE_FRAMEWORKS APP_BUNDLE_PLIST
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES APP_BUNDLE_PLIST
QMAKE_RPATHDIR += @executable_path/../Frameworks
!disable-prebuilts {
APP_BUNDLE_FRAMEWORKS.files = $$files(../libs/mac/Frameworks/*.framework, true) $$files(../libs/mac/lib/*.dylib, true)
APP_BUNDLE_FRAMEWORKS.path = Contents/Frameworks
QMAKE_BUNDLE_DATA += APP_BUNDLE_FRAMEWORKS
QMAKE_RPATHDIR += @executable_path/../Frameworks
}
}
VERSION = "$$cat(version.txt)"
+19 -8
View File
@@ -6,16 +6,17 @@
#include <QJsonObject>
AutoUpdateChecker::AutoUpdateChecker(QObject *parent) :
QObject(parent),
m_Nam(this)
QObject(parent)
{
m_Nam = new QNetworkAccessManager(this);
// Never communicate over HTTP
m_Nam.setStrictTransportSecurityEnabled(true);
m_Nam->setStrictTransportSecurityEnabled(true);
// Allow HTTP redirects
m_Nam.setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
m_Nam->setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
connect(&m_Nam, &QNetworkAccessManager::finished,
connect(m_Nam, &QNetworkAccessManager::finished,
this, &AutoUpdateChecker::handleUpdateCheckRequestFinished);
QString currentVersion(VERSION_STR);
@@ -28,12 +29,17 @@ AutoUpdateChecker::AutoUpdateChecker(QObject *parent) :
void AutoUpdateChecker::start()
{
if (!m_Nam) {
Q_ASSERT(m_Nam);
return;
}
#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN) || defined(STEAM_LINK) || defined(APP_IMAGE) // Only run update checker on platforms without auto-update
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 15, 1) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947 (introduced in Qt 5.14.0 and fixed in Qt 5.15.1)
QT_WARNING_PUSH
QT_WARNING_DISABLE_DEPRECATED
m_Nam.setNetworkAccessible(QNetworkAccessManager::Accessible);
m_Nam->setNetworkAccessible(QNetworkAccessManager::Accessible);
QT_WARNING_POP
#endif
@@ -45,7 +51,7 @@ void AutoUpdateChecker::start()
#else
request.setAttribute(QNetworkRequest::HTTP2AllowedAttribute, true);
#endif
m_Nam.get(request);
m_Nam->get(request);
#endif
}
@@ -102,6 +108,11 @@ void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
{
Q_ASSERT(reply->isFinished());
// Delete the QNetworkAccessManager to free resources and
// prevent the bearer plugin from polling in the background.
m_Nam->deleteLater();
m_Nam = nullptr;
if (reply->error() == QNetworkReply::NoError) {
QTextStream stream(reply);
@@ -201,7 +212,7 @@ void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
<< QSysInfo::buildCpuArchitecture() << getPlatform() << QSysInfo::kernelVersion();
}
else {
qWarning() << "Update checking failed with error: " << reply->error();
qWarning() << "Update checking failed with error:" << reply->error();
reply->deleteLater();
}
}
+1 -1
View File
@@ -25,5 +25,5 @@ private:
QString getPlatform();
QVector<int> m_CurrentVersionQuad;
QNetworkAccessManager m_Nam;
QNetworkAccessManager* m_Nam;
};
+205 -50
View File
@@ -1,7 +1,7 @@
#include "computermanager.h"
#include "boxartmanager.h"
#include "nvhttp.h"
#include "settings/streamingpreferences.h"
#include "nvpairingmanager.h"
#include <Limelight.h>
#include <QtEndian>
@@ -10,7 +10,10 @@
#include <QThreadPool>
#include <QCoreApplication>
#include <random>
#define SER_HOSTS "hosts"
#define SER_HOSTS_BACKUP "hostsbackup"
class PcMonitorThread : public QThread
{
@@ -42,7 +45,7 @@ private:
// Ensure the machine that responded is the one we intended to contact
if (m_Computer->uuid != newState.uuid) {
qInfo() << "Found unexpected PC " << newState.name << " looking for " << m_Computer->name;
qInfo() << "Found unexpected PC" << newState.name << "looking for" << m_Computer->name;
return false;
}
@@ -141,29 +144,43 @@ private:
NvComputer* m_Computer;
};
ComputerManager::ComputerManager(QObject *parent)
: QObject(parent),
ComputerManager::ComputerManager(StreamingPreferences* prefs)
: m_Prefs(prefs),
m_PollingRef(0),
m_MdnsBrowser(nullptr),
m_CompatFetcher(nullptr)
m_CompatFetcher(nullptr),
m_NeedsDelayedFlush(false)
{
QSettings settings;
// If there's a hosts backup copy, we must have failed to commit
// a previous update before exiting. Restore the backup now.
int hosts = settings.beginReadArray(SER_HOSTS_BACKUP);
if (hosts == 0) {
// If there's no host backup, read from the primary location.
settings.endArray();
hosts = settings.beginReadArray(SER_HOSTS);
}
// Inflate our hosts from QSettings
int hosts = settings.beginReadArray(SER_HOSTS);
for (int i = 0; i < hosts; i++) {
settings.setArrayIndex(i);
NvComputer* computer = new NvComputer(settings);
m_KnownHosts[computer->uuid] = computer;
m_LastSerializedHosts[computer->uuid] = *computer;
}
settings.endArray();
// Fetch latest compatibility data asynchronously
m_CompatFetcher.start();
// Start the delayed flush thread to handle saveHosts() calls
m_DelayedFlushThread = new DelayedFlushThread(this);
m_DelayedFlushThread->start();
// To quit in a timely manner, we must block additional requests
// after we receive the aboutToQuit() signal. This is neccessary
// because NvHTTP uses aboutToQuit() to abort requests in progres
// after we receive the aboutToQuit() signal. This is necessary
// because NvHTTP uses aboutToQuit() to abort requests in progress
// while quitting, however this is a one time signal - additional
// requests would not be aborted and block termination.
connect(QCoreApplication::instance(), &QCoreApplication::aboutToQuit, this, &ComputerManager::handleAboutToQuit);
@@ -171,6 +188,21 @@ ComputerManager::ComputerManager(QObject *parent)
ComputerManager::~ComputerManager()
{
// Stop the delayed flush thread before acquiring the lock in write mode
// to avoid deadlocking with a flush that needs the lock in read mode.
{
// Wake the delayed flush thread
m_DelayedFlushThread->requestInterruption();
m_DelayedFlushCondition.wakeOne();
// Wait for it to terminate (and finish any pending flush)
m_DelayedFlushThread->wait();
delete m_DelayedFlushThread;
// Delayed flushes should have completed by now
Q_ASSERT(!m_NeedsDelayedFlush);
}
QWriteLocker lock(&m_Lock);
// Delete machines that haven't been resolved yet
@@ -200,19 +232,80 @@ ComputerManager::~ComputerManager()
}
}
void DelayedFlushThread::run() {
for (;;) {
// Wait for a delayed flush request or an interruption
{
QMutexLocker locker(&m_ComputerManager->m_DelayedFlushMutex);
while (!QThread::currentThread()->isInterruptionRequested() && !m_ComputerManager->m_NeedsDelayedFlush) {
m_ComputerManager->m_DelayedFlushCondition.wait(&m_ComputerManager->m_DelayedFlushMutex);
}
// Bail without flushing if we woke up for an interruption alone.
// If we have both an interruption and a flush request, do the flush.
if (!m_ComputerManager->m_NeedsDelayedFlush) {
Q_ASSERT(QThread::currentThread()->isInterruptionRequested());
break;
}
// Reset the delayed flush flag to ensure any racing saveHosts() call will set it again
m_ComputerManager->m_NeedsDelayedFlush = false;
// Update the last serialized hosts map under the delayed flush mutex
m_ComputerManager->m_LastSerializedHosts.clear();
for (const NvComputer* computer : m_ComputerManager->m_KnownHosts) {
// Copy the current state of the NvComputer to allow us to check later if we need
// to serialize it again when attribute updates occur.
QReadLocker computerLock(&computer->lock);
m_ComputerManager->m_LastSerializedHosts[computer->uuid] = *computer;
}
}
// Perform the flush
{
QSettings settings;
// First, write to the backup location
settings.beginWriteArray(SER_HOSTS_BACKUP);
{
QReadLocker lock(&m_ComputerManager->m_Lock);
int i = 0;
for (const NvComputer* computer : m_ComputerManager->m_KnownHosts) {
settings.setArrayIndex(i++);
computer->serialize(settings, false);
}
}
settings.endArray();
// Next, write to the primary location
settings.remove(SER_HOSTS);
settings.beginWriteArray(SER_HOSTS);
{
QReadLocker lock(&m_ComputerManager->m_Lock);
int i = 0;
for (const NvComputer* computer : m_ComputerManager->m_KnownHosts) {
settings.setArrayIndex(i++);
computer->serialize(settings, true);
}
}
settings.endArray();
// Finally, delete the backup copy
settings.remove(SER_HOSTS_BACKUP);
}
}
}
void ComputerManager::saveHosts()
{
QSettings settings;
QReadLocker lock(&m_Lock);
Q_ASSERT(m_DelayedFlushThread != nullptr && m_DelayedFlushThread->isRunning());
settings.remove(SER_HOSTS);
settings.beginWriteArray(SER_HOSTS);
int i = 0;
for (const NvComputer* computer : m_KnownHosts) {
settings.setArrayIndex(i++);
computer->serialize(settings);
}
settings.endArray();
// Punt to a worker thread because QSettings on macOS can take ages (> 500 ms)
// to persist our host list to disk (especially when a host has a bunch of apps).
QMutexLocker locker(&m_DelayedFlushMutex);
m_NeedsDelayedFlush = true;
m_DelayedFlushCondition.wakeOne();
}
QHostAddress ComputerManager::getBestGlobalAddressV6(QVector<QHostAddress> &addresses)
@@ -259,16 +352,15 @@ void ComputerManager::startPolling()
return;
}
StreamingPreferences prefs;
if (prefs.enableMdns) {
if (m_Prefs->enableMdns) {
// Start an MDNS query for GameStream hosts
m_MdnsBrowser = new QMdnsEngine::Browser(&m_MdnsServer, "_nvstream._tcp.local.", &m_MdnsCache);
m_MdnsServer.reset(new QMdnsEngine::Server());
m_MdnsBrowser = new QMdnsEngine::Browser(m_MdnsServer.data(), "_nvstream._tcp.local.");
connect(m_MdnsBrowser, &QMdnsEngine::Browser::serviceAdded,
this, [this](const QMdnsEngine::Service& service) {
qInfo() << "Discovered mDNS host:" << service.hostname();
MdnsPendingComputer* pendingComputer = new MdnsPendingComputer(&m_MdnsServer, service);
MdnsPendingComputer* pendingComputer = new MdnsPendingComputer(m_MdnsServer, service);
connect(pendingComputer, &MdnsPendingComputer::resolvedHost,
this, &ComputerManager::handleMdnsServiceResolved);
m_PendingResolution.append(pendingComputer);
@@ -349,6 +441,19 @@ void ComputerManager::handleMdnsServiceResolved(MdnsPendingComputer* computer,
computer->deleteLater();
}
void ComputerManager::saveHost(NvComputer *computer)
{
// If no serializable properties changed, don't bother saving hosts
QMutexLocker lock(&m_DelayedFlushMutex);
QReadLocker computerLock(&computer->lock);
if (!m_LastSerializedHosts.value(computer->uuid).isEqualSerialized(*computer)) {
// Queue a request for a delayed flush to QSettings outside of the lock
computerLock.unlock();
lock.unlock();
saveHosts();
}
}
void ComputerManager::handleComputerStateChanged(NvComputer* computer)
{
emit computerStateChanged(computer);
@@ -358,15 +463,20 @@ void ComputerManager::handleComputerStateChanged(NvComputer* computer)
emit quitAppCompleted(QVariant());
}
// Save updated hosts to QSettings
saveHosts();
// Save updates to this host
saveHost(computer);
}
QVector<NvComputer*> ComputerManager::getComputers()
{
QReadLocker lock(&m_Lock);
return QVector<NvComputer*>::fromList(m_KnownHosts.values());
// Return a sorted host list
auto hosts = QVector<NvComputer*>::fromList(m_KnownHosts.values());
std::stable_sort(hosts.begin(), hosts.end(), [](const NvComputer* host1, const NvComputer* host2) {
return host1->name.toLower() < host2->name.toLower();
});
return hosts;
}
class DeferredHostDeletionTask : public QRunnable
@@ -390,7 +500,7 @@ public:
m_ComputerManager->m_KnownHosts.remove(m_Computer->uuid);
}
// Persist the new host list
// Persist the new host list with this computer deleted
m_ComputerManager->saveHosts();
// Delete the polling entry first. This will stop all polling threads too.
@@ -431,16 +541,13 @@ void ComputerManager::renameHost(NvComputer* computer, QString name)
void ComputerManager::clientSideAttributeUpdated(NvComputer* computer)
{
// Persist the change
saveHosts();
// Notify the UI of the state change
handleComputerStateChanged(computer);
}
void ComputerManager::handleAboutToQuit()
{
QWriteLocker lock(&m_Lock);
QReadLocker lock(&m_Lock);
// Interrupt polling threads immediately, so they
// avoid making additional requests while quitting
@@ -455,7 +562,8 @@ class PendingPairingTask : public QObject, public QRunnable
public:
PendingPairingTask(ComputerManager* computerManager, NvComputer* computer, QString pin)
: m_Computer(computer),
: m_ComputerManager(computerManager),
m_Computer(computer),
m_Pin(pin)
{
connect(this, &PendingPairingTask::pairingCompleted,
@@ -475,25 +583,34 @@ private:
switch (result)
{
case NvPairingManager::PairState::PIN_WRONG:
emit pairingCompleted(m_Computer, "The PIN from the PC didn't match. Please try again.");
emit pairingCompleted(m_Computer, tr("The PIN from the PC didn't match. Please try again."));
break;
case NvPairingManager::PairState::FAILED:
emit pairingCompleted(m_Computer, "Pairing failed. Please try again.");
if (m_Computer->currentGameId != 0) {
emit pairingCompleted(m_Computer, tr("You cannot pair while a previous session is still running on the host PC. Quit any running games or reboot the host PC, then try pairing again."));
}
else {
emit pairingCompleted(m_Computer, tr("Pairing failed. Please try again."));
}
break;
case NvPairingManager::PairState::ALREADY_IN_PROGRESS:
emit pairingCompleted(m_Computer, "Another pairing attempt is already in progress.");
emit pairingCompleted(m_Computer, tr("Another pairing attempt is already in progress."));
break;
case NvPairingManager::PairState::PAIRED:
// Persist the newly pinned server certificate for this host
m_ComputerManager->saveHost(m_Computer);
emit pairingCompleted(m_Computer, nullptr);
break;
}
} catch (const GfeHttpResponseException& e) {
emit pairingCompleted(m_Computer, "GeForce Experience returned error: " + e.toQString());
emit pairingCompleted(m_Computer, tr("GeForce Experience returned error: %1").arg(e.toQString()));
} catch (const QtNetworkReplyException& e) {
emit pairingCompleted(m_Computer, e.toQString());
}
}
ComputerManager* m_ComputerManager;
NvComputer* m_Computer;
QString m_Pin;
};
@@ -580,9 +697,10 @@ void ComputerManager::stopPollingAsync()
m_PendingResolution.removeFirst();
}
// Delete the browser to stop discovery
// Delete the browser and server to stop discovery and refresh polling
delete m_MdnsBrowser;
m_MdnsBrowser = nullptr;
m_MdnsServer.reset();
// Interrupt all threads, but don't wait for them to terminate
for (ComputerPollingEntry* entry : m_PollEntries) {
@@ -592,8 +710,8 @@ void ComputerManager::stopPollingAsync()
void ComputerManager::addNewHostManually(QString address)
{
QUrl url = QUrl::fromUserInput(address);
if (url.isValid() && !url.host().isEmpty()) {
QUrl url = QUrl::fromUserInput("moonlight://" + address);
if (url.isValid() && !url.host().isEmpty() && url.scheme() == "moonlight") {
// If there wasn't a port specified, use the default
addNewHost(NvAddress(url.host(), url.port(DEFAULT_HTTP_PORT)), false);
}
@@ -611,12 +729,15 @@ public:
: m_ComputerManager(computerManager),
m_Address(address),
m_MdnsIpv6Address(mdnsIpv6Address),
m_Mdns(mdns)
m_Mdns(mdns),
m_AboutToQuit(false)
{
connect(this, &PendingAddTask::computerAddCompleted,
computerManager, &ComputerManager::computerAddCompleted);
connect(this, &PendingAddTask::computerStateChanged,
computerManager, &ComputerManager::handleComputerStateChanged);
connect(QCoreApplication::instance(), &QCoreApplication::aboutToQuit,
this, &PendingAddTask::handleAboutToQuit);
}
signals:
@@ -625,9 +746,20 @@ signals:
void computerStateChanged(NvComputer* computer);
private:
void handleAboutToQuit()
{
m_AboutToQuit = true;
}
QString fetchServerInfo(NvHTTP& http)
{
QString serverInfo;
// Do nothing if we're quitting
if (m_AboutToQuit) {
return QString();
}
try {
// There's a race condition between GameStream servers reporting presence over
// mDNS and the HTTPS server being ready to respond to our queries. To work
@@ -650,10 +782,9 @@ private:
return serverInfo;
} catch (...) {
if (!m_Mdns) {
StreamingPreferences prefs;
int portTestResult;
unsigned int portTestResult;
if (prefs.detectNetworkBlocking) {
if (m_ComputerManager->m_Prefs->detectNetworkBlocking) {
// We failed to connect to the specified PC. Let's test to make sure this network
// isn't blocking Moonlight, so we can tell the user about it.
portTestResult = LiTestClientConnectivity("qt.conntest.moonlight-stream.org", 443,
@@ -749,16 +880,31 @@ private:
hostAddress.isInSubnet(QHostAddress("192.168.0.0"), 16);
{
// Check if this PC already exists
QWriteLocker lock(&m_ComputerManager->m_Lock);
// Check if this PC already exists using opportunistic read lock
m_ComputerManager->m_Lock.lockForRead();
NvComputer* existingComputer = m_ComputerManager->m_KnownHosts.value(newComputer->uuid);
// If it doesn't already exist, convert to a write lock in preparation for updating.
//
// NB: ComputerManager's lock protects the host map itself, not the elements inside.
// Those are protected by their individual locks. Since we only mutate the map itself
// when the PC doesn't exist, we need the lock in write-mode for that case only.
if (existingComputer == nullptr) {
m_ComputerManager->m_Lock.unlock();
m_ComputerManager->m_Lock.lockForWrite();
// Since we had to unlock to lock for write, someone could have raced and added
// this PC before us. We have to check again whether it already exists.
existingComputer = m_ComputerManager->m_KnownHosts.value(newComputer->uuid);
}
if (existingComputer != nullptr) {
// Fold it into the existing PC
bool changed = existingComputer->update(*newComputer);
delete newComputer;
// Drop the lock before notifying
lock.unlock();
m_ComputerManager->m_Lock.unlock();
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
@@ -779,17 +925,15 @@ private:
m_ComputerManager->startPollingComputer(newComputer);
// Drop the lock before notifying
lock.unlock();
m_ComputerManager->m_Lock.unlock();
// If this wasn't added via mDNS but it is a RFC 1918 IPv4 address and not a VPN,
// go ahead and do the STUN request now to populate an external address.
if (!m_Mdns && addressIsSiteLocalV4 && !newComputer->isReachableOverVpn()) {
if (!m_Mdns && addressIsSiteLocalV4 && newComputer->getActiveAddressReachability() != NvComputer::RI_VPN) {
quint32 addr;
int err = LiFindExternalAddressIP4("stun.moonlight-stream.org", 3478, &addr);
if (err == 0) {
lock.relock();
newComputer->setRemoteAddress(QHostAddress(qFromBigEndian(addr)));
lock.unlock();
}
else {
qWarning() << "STUN failed to get WAN address:" << err;
@@ -811,6 +955,7 @@ private:
NvAddress m_Address;
NvAddress m_MdnsIpv6Address;
bool m_Mdns;
bool m_AboutToQuit;
};
void ComputerManager::addNewHost(NvAddress address, bool mdns, NvAddress mdnsIpv6Address)
@@ -821,4 +966,14 @@ void ComputerManager::addNewHost(NvAddress address, bool mdns, NvAddress mdnsIpv
QThreadPool::globalInstance()->start(addTask);
}
// TODO: Use QRandomGenerator when we drop Qt 5.9 support
QString ComputerManager::generatePinString()
{
std::uniform_int_distribution<int> dist(0, 9999);
std::random_device rd;
std::mt19937 engine(rd());
return QString::asprintf("%04u", dist(engine));
}
#include "computermanager.moc"
+71 -12
View File
@@ -1,7 +1,7 @@
#pragma once
#include "nvcomputer.h"
#include "nvpairingmanager.h"
#include "settings/streamingpreferences.h"
#include "settings/compatfetcher.h"
#include <qmdnsengine/server.h>
@@ -15,17 +15,38 @@
#include <QSettings>
#include <QRunnable>
#include <QTimer>
#include <QMutex>
#include <QWaitCondition>
class ComputerManager;
class DelayedFlushThread : public QThread
{
Q_OBJECT
public:
DelayedFlushThread(ComputerManager* cm)
: m_ComputerManager(cm)
{
setObjectName("CM Delayed Flush Thread");
}
void run();
private:
ComputerManager* m_ComputerManager;
};
class MdnsPendingComputer : public QObject
{
Q_OBJECT
public:
explicit MdnsPendingComputer(QMdnsEngine::Server* server,
explicit MdnsPendingComputer(const QSharedPointer<QMdnsEngine::Server> server,
const QMdnsEngine::Service& service)
: m_Hostname(service.hostname()),
m_Port(service.port()),
m_Server(server),
m_ServerWeak(server),
m_Resolver(nullptr)
{
// Start resolving
@@ -51,9 +72,15 @@ private slots:
void handleResolvedTimeout()
{
if (m_Addresses.isEmpty()) {
// Try again
qInfo() << "Resolving" << hostname() << "timed out. Retrying...";
resolve();
if (m_Retries-- > 0) {
// Try again
qInfo() << "Resolving" << hostname() << "timed out. Retrying...";
resolve();
}
else {
qWarning() << "Giving up on resolving" << hostname() << "after repeated failures";
cleanup();
}
}
else {
Q_ASSERT(!m_Addresses.isEmpty());
@@ -71,10 +98,29 @@ signals:
void resolvedHost(MdnsPendingComputer*,QVector<QHostAddress>&);
private:
void cleanup()
{
// Delete our resolver, so we're guaranteed that nothing is referencing m_Server.
delete m_Resolver;
m_Resolver = nullptr;
// Now delete our strong reference that we held on behalf of m_Resolver.
// The server may be destroyed after we make this call.
m_Server.reset();
}
void resolve()
{
delete m_Resolver;
m_Resolver = new QMdnsEngine::Resolver(m_Server, m_Hostname);
// Clean up any existing resolver object and server references
cleanup();
// Re-acquire a strong reference if the server still exists.
m_Server = m_ServerWeak.toStrongRef();
if (!m_Server) {
return;
}
m_Resolver = new QMdnsEngine::Resolver(m_Server.data(), m_Hostname);
connect(m_Resolver, &QMdnsEngine::Resolver::resolved,
this, &MdnsPendingComputer::handleResolvedAddress);
QTimer::singleShot(2000, this, &MdnsPendingComputer::handleResolvedTimeout);
@@ -82,9 +128,11 @@ private:
QByteArray m_Hostname;
uint16_t m_Port;
QMdnsEngine::Server* m_Server;
QWeakPointer<QMdnsEngine::Server> m_ServerWeak;
QSharedPointer<QMdnsEngine::Server> m_Server;
QMdnsEngine::Resolver* m_Resolver;
QVector<QHostAddress> m_Addresses;
int m_Retries = 10;
};
class ComputerPollingEntry
@@ -166,9 +214,11 @@ class ComputerManager : public QObject
friend class DeferredHostDeletionTask;
friend class PendingAddTask;
friend class PendingPairingTask;
friend class DelayedFlushThread;
public:
explicit ComputerManager(QObject *parent = nullptr);
explicit ComputerManager(StreamingPreferences* prefs);
virtual ~ComputerManager();
@@ -180,6 +230,8 @@ public:
void addNewHost(NvAddress address, bool mdns, NvAddress mdnsIpv6Address = NvAddress());
QString generatePinString();
void pairHost(NvComputer* computer, QString pin);
void quitRunningApp(NvComputer* computer);
@@ -212,17 +264,24 @@ private slots:
private:
void saveHosts();
void saveHost(NvComputer* computer);
QHostAddress getBestGlobalAddressV6(QVector<QHostAddress>& addresses);
void startPollingComputer(NvComputer* computer);
StreamingPreferences* m_Prefs;
int m_PollingRef;
QReadWriteLock m_Lock;
QMap<QString, NvComputer*> m_KnownHosts;
QMap<QString, ComputerPollingEntry*> m_PollEntries;
QMdnsEngine::Server m_MdnsServer;
QHash<QString, NvComputer> m_LastSerializedHosts; // Protected by m_DelayedFlushMutex
QSharedPointer<QMdnsEngine::Server> m_MdnsServer;
QMdnsEngine::Browser* m_MdnsBrowser;
QMdnsEngine::Cache m_MdnsCache;
QVector<MdnsPendingComputer*> m_PendingResolution;
CompatFetcher m_CompatFetcher;
DelayedFlushThread* m_DelayedFlushThread;
QMutex m_DelayedFlushMutex; // Lock ordering: Must never be acquired while holding NvComputer lock
QWaitCondition m_DelayedFlushCondition;
bool m_NeedsDelayedFlush;
};
+7
View File
@@ -6,6 +6,13 @@ ComputerSeeker::ComputerSeeker(ComputerManager *manager, QString computerName, Q
: QObject(parent), m_ComputerManager(manager), m_ComputerName(computerName),
m_TimeoutTimer(new QTimer(this))
{
// If we know this computer, send a WOL packet to wake it up in case it is asleep.
for (NvComputer * computer: m_ComputerManager->getComputers()) {
if (this->matchComputer(computer)) {
computer->wake();
}
}
m_TimeoutTimer->setSingleShot(true);
connect(m_TimeoutTimer, &QTimer::timeout,
this, &ComputerSeeker::onTimeout);
+10 -2
View File
@@ -95,6 +95,14 @@ void IdentityManager::createCredentials(QSettings& settings)
BIO_free(biokey);
BIO_free(biocert);
// Check that the new keypair is valid before persisting it
if (getSslCertificate().isNull()) {
qFatal("Newly generated certificate is unreadable");
}
if (getSslKey().isNull()) {
qFatal("Newly generated private key is unreadable");
}
settings.setValue(SER_CERT, m_CachedPemCert);
settings.setValue(SER_KEY, m_CachedPrivateKey);
@@ -123,10 +131,10 @@ IdentityManager::IdentityManager()
// We should have valid credentials now. If not, we're screwed
if (getSslCertificate().isNull()) {
qFatal("Newly generated certificate is unreadable");
qFatal("Certificate is unreadable");
}
if (getSslKey().isNull()) {
qFatal("Newly generated private key is unreadable");
qFatal("Private key is unreadable");
}
}
+160 -54
View File
@@ -21,6 +21,7 @@
#define SER_APPLIST "apps"
#define SER_SRVCERT "srvcert"
#define SER_CUSTOMNAME "customname"
#define SER_NVIDIASOFTWARE "nvidiasw"
NvComputer::NvComputer(QSettings& settings)
{
@@ -37,6 +38,7 @@ NvComputer::NvComputer(QSettings& settings)
this->manualAddress = NvAddress(settings.value(SER_MANUALADDR).toString(),
settings.value(SER_MANUALPORT, QVariant(DEFAULT_HTTP_PORT)).toUInt());
this->serverCert = QSslCertificate(settings.value(SER_SRVCERT).toByteArray());
this->isNvidiaServerSoftware = settings.value(SER_NVIDIASOFTWARE).toBool();
int appCount = settings.beginReadArray(SER_APPLIST);
this->appList.reserve(appCount);
@@ -65,12 +67,14 @@ NvComputer::NvComputer(QSettings& settings)
void NvComputer::setRemoteAddress(QHostAddress address)
{
QWriteLocker lock(&this->lock);
Q_ASSERT(this->externalPort != 0);
this->remoteAddress = NvAddress(address, this->externalPort);
}
void NvComputer::serialize(QSettings& settings) const
void NvComputer::serialize(QSettings& settings, bool serializeApps) const
{
QReadLocker lock(&this->lock);
@@ -87,9 +91,10 @@ void NvComputer::serialize(QSettings& settings) const
settings.setValue(SER_MANUALADDR, manualAddress.address());
settings.setValue(SER_MANUALPORT, manualAddress.port());
settings.setValue(SER_SRVCERT, serverCert.toPem());
settings.setValue(SER_NVIDIASOFTWARE, isNvidiaServerSoftware);
// Avoid deleting an existing applist if we couldn't get one
if (!appList.isEmpty()) {
if (!appList.isEmpty() && serializeApps) {
settings.remove(SER_APPLIST);
settings.beginWriteArray(SER_APPLIST);
for (int i = 0; i < appList.count(); i++) {
@@ -100,6 +105,21 @@ void NvComputer::serialize(QSettings& settings) const
}
}
bool NvComputer::isEqualSerialized(const NvComputer &that) const
{
return this->name == that.name &&
this->hasCustomName == that.hasCustomName &&
this->uuid == that.uuid &&
this->macAddress == that.macAddress &&
this->localAddress == that.localAddress &&
this->remoteAddress == that.remoteAddress &&
this->ipv6Address == that.ipv6Address &&
this->manualAddress == that.manualAddress &&
this->serverCert == that.serverCert &&
this->isNvidiaServerSoftware == that.isNvidiaServerSoftware &&
this->appList == that.appList;
}
void NvComputer::sortAppList()
{
std::stable_sort(appList.begin(), appList.end(), [](const NvApp& app1, const NvApp& app2) {
@@ -131,7 +151,8 @@ NvComputer::NvComputer(NvHTTP& http, QString serverInfo)
this->serverCodecModeSupport = codecSupport.toInt();
}
else {
this->serverCodecModeSupport = 0;
// Assume H.264 is always supported
this->serverCodecModeSupport = SCM_H264;
}
QString maxLumaPixelsHEVC = NvHTTP::getXmlString(serverInfo, "MaxLumaPixelsHEVC");
@@ -145,8 +166,8 @@ NvComputer::NvComputer(NvHTTP& http, QString serverInfo)
this->displayModes = NvHTTP::getDisplayModeList(serverInfo);
std::stable_sort(this->displayModes.begin(), this->displayModes.end(),
[](const NvDisplayMode& mode1, const NvDisplayMode& mode2) {
return mode1.width * mode1.height * mode1.refreshRate <
mode2.width * mode2.height * mode2.refreshRate;
return (uint64_t)mode1.width * mode1.height * mode1.refreshRate <
(uint64_t)mode2.width * mode2.height * mode2.refreshRate;
});
// We can get an IPv4 loopback address if we're using the GS IPv6 Forwarder
@@ -164,7 +185,7 @@ NvComputer::NvComputer(NvHTTP& http, QString serverInfo)
// to support dynamic HTTP WAN ports without requiring the user to manually enter the port.
QString remotePortStr = NvHTTP::getXmlString(serverInfo, "ExternalPort");
if (remotePortStr.isEmpty() || (this->externalPort = remotePortStr.toUShort()) == 0) {
this->externalPort = DEFAULT_HTTP_PORT;
this->externalPort = http.httpPort();
}
QString remoteAddress = NvHTTP::getXmlString(serverInfo, "ExternalIP");
@@ -175,6 +196,11 @@ NvComputer::NvComputer(NvHTTP& http, QString serverInfo)
this->remoteAddress = NvAddress();
}
// Real Nvidia host software (GeForce Experience and RTX Experience) both use the 'Mjolnir'
// codename in the state field and no version of Sunshine does. We can use this to bypass
// some assumptions about Nvidia hardware that don't apply to Sunshine hosts.
this->isNvidiaServerSoftware = NvHTTP::getXmlString(serverInfo, "state").contains("MJOLNIR");
this->pairState = NvHTTP::getXmlString(serverInfo, "PairStatus") == "1" ?
PS_PAIRED : PS_NOT_PAIRED;
this->currentGameId = NvHTTP::getCurrentGame(serverInfo);
@@ -187,40 +213,52 @@ NvComputer::NvComputer(NvHTTP& http, QString serverInfo)
this->isSupportedServerVersion = CompatFetcher::isGfeVersionSupported(this->gfeVersion);
}
bool NvComputer::wake()
bool NvComputer::wake() const
{
if (state == NvComputer::CS_ONLINE) {
qWarning() << name << "is already online";
return true;
QByteArray wolPayload;
{
QReadLocker readLocker(&lock);
if (state == NvComputer::CS_ONLINE) {
qWarning() << name << "is already online";
return true;
}
if (macAddress.isEmpty()) {
qWarning() << name << "has no MAC address stored";
return false;
}
// Create the WoL payload
wolPayload.append(QByteArray::fromHex("FFFFFFFFFFFF"));
for (int i = 0; i < 16; i++) {
wolPayload.append(macAddress);
}
Q_ASSERT(wolPayload.size() == 102);
}
if (macAddress.isEmpty()) {
qWarning() << name << "has no MAC address stored";
return false;
}
const quint16 WOL_PORTS[] = {
// Ports used as-is
const quint16 STATIC_WOL_PORTS[] = {
9, // Standard WOL port (privileged port)
47998, 47999, 48000, 48002, 48010, // Ports opened by GFE
47009, // Port opened by Moonlight Internet Hosting Tool for WoL (non-privileged port)
};
// Create the WoL payload
QByteArray wolPayload;
wolPayload.append(QByteArray::fromHex("FFFFFFFFFFFF"));
for (int i = 0; i < 16; i++) {
wolPayload.append(macAddress);
}
Q_ASSERT(wolPayload.count() == 102);
// Ports offset by the HTTP base port for hosts using alternate ports
const quint16 DYNAMIC_WOL_PORTS[] = {
47998, 47999, 48000, 48002, 48010, // Ports opened by GFE
};
// Add the addresses that we know this host to be
// and broadcast addresses for this link just in
// case the host has timed out in ARP entries.
QVector<QString> addressList;
QMap<QString, quint16> addressMap;
QSet<quint16> basePortSet;
for (const NvAddress& addr : uniqueAddresses()) {
addressList.append(addr.address());
addressMap.insert(addr.address(), addr.port());
basePortSet.insert(addr.port());
}
addressList.append("255.255.255.255");
addressMap.insert("255.255.255.255", 0);
// Try to broadcast on all available NICs
for (const QNetworkInterface& nic : QNetworkInterface::allInterfaces()) {
@@ -239,31 +277,42 @@ bool NvComputer::wake()
// Skip IPv6 which doesn't support broadcast
if (!addr.broadcast().isNull()) {
addressList.append(addr.broadcast().toString());
addressMap.insert(addr.broadcast().toString(), 0);
}
}
if (!allNodesMulticast.scopeId().isEmpty()) {
addressList.append(allNodesMulticast.toString());
addressMap.insert(allNodesMulticast.toString(), 0);
}
}
// Try all unique address strings or host names
bool success = false;
for (QString& addressString : addressList) {
QHostInfo hostInfo = QHostInfo::fromName(addressString);
for (auto i = addressMap.constBegin(); i != addressMap.constEnd(); i++) {
QHostAddress literalAddress;
QList<QHostAddress> addressList;
if (hostInfo.error() != QHostInfo::NoError) {
qWarning() << "Error resolving" << addressString << ":" << hostInfo.errorString();
continue;
// If this is an IPv4/IPv6 literal, don't use QHostInfo::fromName() because that will
// try to perform a reverse DNS lookup that leads to delays sending WoL packets.
if (literalAddress.setAddress(i.key())) {
addressList.append(literalAddress);
}
else {
QHostInfo hostInfo = QHostInfo::fromName(i.key());
if (hostInfo.error() != QHostInfo::NoError) {
qWarning() << "Error resolving" << i.key() << ":" << hostInfo.errorString();
continue;
}
addressList.append(hostInfo.addresses());
}
// Try all IP addresses that this string resolves to
for (QHostAddress& address : hostInfo.addresses()) {
for (QHostAddress& address : addressList) {
QUdpSocket sock;
// Send to all ports
for (quint16 port : WOL_PORTS) {
// Send to all static ports
for (quint16 port : STATIC_WOL_PORTS) {
if (sock.writeDatagram(wolPayload, address, port)) {
qInfo().nospace().noquote() << "Sent WoL packet to " << name << " via " << address.toString() << ":" << port;
success = true;
@@ -272,24 +321,59 @@ bool NvComputer::wake()
qWarning() << "Send failed:" << sock.error();
}
}
QList<quint16> basePorts;
if (i.value() != 0) {
// If we have a known base port for this address, use only that port
basePorts.append(i.value());
}
else {
// If this is a broadcast address without a known HTTP port, try all of them
basePorts.append(basePortSet.values());
}
// Send to all dynamic ports using the HTTP port offset(s) for this address
for (quint16 basePort : basePorts) {
for (quint16 port : DYNAMIC_WOL_PORTS) {
port = (port - 47989) + basePort;
if (sock.writeDatagram(wolPayload, address, port)) {
qInfo().nospace().noquote() << "Sent WoL packet to " << name << " via " << address.toString() << ":" << port;
success = true;
}
else {
qWarning() << "Send failed:" << sock.error();
}
}
}
}
}
return success;
}
bool NvComputer::isReachableOverVpn()
NvComputer::ReachabilityType NvComputer::getActiveAddressReachability() const
{
if (activeAddress.isNull()) {
return false;
NvAddress copyOfActiveAddress;
{
QReadLocker readLocker(&lock);
if (activeAddress.isNull()) {
return ReachabilityType::RI_UNKNOWN;
}
// Grab a copy of the active address to avoid having to hold
// the computer lock while doing socket operations
copyOfActiveAddress = activeAddress;
}
QTcpSocket s;
s.setProxy(QNetworkProxy::NoProxy);
s.connectToHost(activeAddress.address(), activeAddress.port());
s.connectToHost(copyOfActiveAddress.address(), copyOfActiveAddress.port());
if (s.waitForConnected(3000)) {
Q_ASSERT(!s.localAddress().isNull());
Q_ASSERT(!s.peerAddress().isNull());
for (const QNetworkInterface& nic : QNetworkInterface::allInterfaces()) {
// Ensure the interface is up
@@ -308,48 +392,68 @@ bool NvComputer::isReachableOverVpn()
if (nic.type() == QNetworkInterface::Virtual ||
nic.type() == QNetworkInterface::Ppp) {
// Treat PPP and virtual interfaces as likely VPNs
return true;
return ReachabilityType::RI_VPN;
}
if (nic.maximumTransmissionUnit() != 0 && nic.maximumTransmissionUnit() < 1500) {
// Treat MTUs under 1500 as likely VPNs
return true;
return ReachabilityType::RI_VPN;
}
#endif
if (nic.flags() & QNetworkInterface::IsPointToPoint) {
// Treat point-to-point links as likely VPNs.
// This check detects OpenVPN on Unix-like OSes.
return true;
return ReachabilityType::RI_VPN;
}
#ifdef Q_OS_WINDOWS
if (nic.name().startsWith("iftype53_") || nic.name().startsWith("iftype131_")) {
// Match by NDIS interface type. These values are Microsoft's recommended values for VPN connections:
// https://learn.microsoft.com/en-US/troubleshoot/windows-client/networking/windows-connection-manager-disconnects-wlan#more-information
//
// The following VPNs use IF_TYPE_PROP_VIRTUAL under Windows:
// - WireguardNT VPNs
// - All WinTun-based VPNs (such as Slack Nebula)
// - OpenVPN with tap-windows6
return ReachabilityType::RI_VPN;
}
#endif
if (nic.hardwareAddress().startsWith("00:FF", Qt::CaseInsensitive)) {
// OpenVPN TAP interfaces have a MAC address starting with 00:FF on Windows
return true;
return ReachabilityType::RI_VPN;
}
if (nic.humanReadableName().startsWith("ZeroTier")) {
// ZeroTier interfaces always start with "ZeroTier"
return true;
return ReachabilityType::RI_VPN;
}
if (nic.humanReadableName().contains("VPN")) {
// This one is just a final heuristic if all else fails
return true;
// This one is just a final VPN heuristic if all else fails
return ReachabilityType::RI_VPN;
}
// Didn't meet any of our VPN heuristics
return false;
// Didn't meet any of our VPN heuristics. Let's see if the peer address is on-link.
Q_ASSERT(addr.prefixLength() >= 0);
if (addr.prefixLength() >= 0 && s.localAddress().isInSubnet(s.peerAddress(), addr.prefixLength())) {
return ReachabilityType::RI_LAN;
}
// Default to unknown if nothing else matched
return ReachabilityType::RI_UNKNOWN;
}
}
}
qWarning() << "No match found for address:" << s.localAddress();
return false;
return ReachabilityType::RI_UNKNOWN;
}
else {
// If we fail to connect, just pretend that it's not a VPN
return false;
qWarning() << "Unable to check for reachability within 3 seconds";
return ReachabilityType::RI_UNKNOWN;
}
}
@@ -375,6 +479,7 @@ bool NvComputer::updateAppList(QVector<NvApp> newAppList) {
QVector<NvAddress> NvComputer::uniqueAddresses() const
{
QReadLocker readLocker(&lock);
QVector<NvAddress> uniqueAddressList;
// Start with addresses correctly ordered
@@ -406,7 +511,7 @@ QVector<NvAddress> NvComputer::uniqueAddresses() const
return uniqueAddressList;
}
bool NvComputer::update(NvComputer& that)
bool NvComputer::update(const NvComputer& that)
{
bool changed = false;
@@ -456,6 +561,7 @@ bool NvComputer::update(NvComputer& that)
ASSIGN_IF_CHANGED(gfeVersion);
ASSIGN_IF_CHANGED(appVersion);
ASSIGN_IF_CHANGED(isSupportedServerVersion);
ASSIGN_IF_CHANGED(isNvidiaServerSoftware);
ASSIGN_IF_CHANGED(maxLumaPixelsHEVC);
ASSIGN_IF_CHANGED(gpuModel);
ASSIGN_IF_CHANGED_AND_NONNULL(serverCert);
+37 -6
View File
@@ -8,6 +8,16 @@
#include <QSettings>
#include <QRunnable>
class CopySafeReadWriteLock : public QReadWriteLock
{
public:
CopySafeReadWriteLock() = default;
// Don't actually copy the QReadWriteLock
CopySafeReadWriteLock(const CopySafeReadWriteLock&) : QReadWriteLock() {}
CopySafeReadWriteLock& operator=(const CopySafeReadWriteLock &) { return *this; }
};
class NvComputer
{
friend class PcMonitorThread;
@@ -22,6 +32,14 @@ private:
bool pendingQuit;
public:
NvComputer() = default;
// Caller is responsible for synchronizing read access to the other host
NvComputer(const NvComputer&) = default;
// Caller is responsible for synchronizing read access to the other host
NvComputer& operator=(const NvComputer &) = default;
explicit NvComputer(NvHTTP& http, QString serverInfo);
explicit NvComputer(QSettings& settings);
@@ -30,19 +48,30 @@ public:
setRemoteAddress(QHostAddress);
bool
update(NvComputer& that);
update(const NvComputer& that);
bool
wake();
wake() const;
bool
isReachableOverVpn();
enum ReachabilityType
{
RI_UNKNOWN,
RI_LAN,
RI_VPN,
};
ReachabilityType
getActiveAddressReachability() const;
QVector<NvAddress>
uniqueAddresses() const;
void
serialize(QSettings& settings) const;
serialize(QSettings& settings, bool serializeApps) const;
// Caller is responsible for synchronizing read access to both hosts
bool
isEqualSerialized(const NvComputer& that) const;
enum PairState
{
@@ -83,9 +112,11 @@ public:
QString uuid;
QSslCertificate serverCert;
QVector<NvApp> appList;
bool isNvidiaServerSoftware;
// Remember to update isEqualSerialized() when adding fields here!
// Synchronization
mutable QReadWriteLock lock;
mutable CopySafeReadWriteLock lock;
private:
uint16_t externalPort;
+19 -38
View File
@@ -187,12 +187,15 @@ NvHTTP::getServerInfo(NvLogLevel logLevel, bool fastFail)
}
void
NvHTTP::launchApp(int appId,
PSTREAM_CONFIGURATION streamConfig,
bool sops,
bool localAudio,
int gamepadMask,
QString& rtspSessionUrl)
NvHTTP::startApp(QString verb,
bool isGfe,
int appId,
PSTREAM_CONFIGURATION streamConfig,
bool sops,
bool localAudio,
int gamepadMask,
bool persistGameControllersOnDisconnect,
QString& rtspSessionUrl)
{
int riKeyId;
@@ -201,25 +204,27 @@ NvHTTP::launchApp(int appId,
QString response =
openConnectionToString(m_BaseUrlHttps,
"launch",
verb,
"appid="+QString::number(appId)+
"&mode="+QString::number(streamConfig->width)+"x"+
QString::number(streamConfig->height)+"x"+
// Using an FPS value over 60 causes SOPS to default to 720p60,
// so force it to 0 to ensure the correct resolution is set. We
// used to use 60 here but that locked the frame rate to 60 FPS
// on GFE 3.20.3.
QString::number(streamConfig->fps > 60 ? 0 : streamConfig->fps)+
// on GFE 3.20.3. We don't need this hack for Sunshine.
QString::number((streamConfig->fps > 60 && isGfe) ? 0 : streamConfig->fps)+
"&additionalStates=1&sops="+QString::number(sops ? 1 : 0)+
"&rikey="+QByteArray(streamConfig->remoteInputAesKey, sizeof(streamConfig->remoteInputAesKey)).toHex()+
"&rikeyid="+QString::number(riKeyId)+
(streamConfig->enableHdr ?
((streamConfig->supportedVideoFormats & VIDEO_FORMAT_MASK_10BIT) ?
"&hdrMode=1&clientHdrCapVersion=0&clientHdrCapSupportedFlagsInUint32=0&clientHdrCapMetaDataId=NV_STATIC_METADATA_TYPE_1&clientHdrCapDisplayData=0x0x0x0x0x0x0x0x0x0x0" :
"")+
"&localAudioPlayMode="+QString::number(localAudio ? 1 : 0)+
"&surroundAudioInfo="+QString::number(SURROUNDAUDIOINFO_FROM_AUDIO_CONFIGURATION(streamConfig->audioConfiguration))+
"&remoteControllersBitmap="+QString::number(gamepadMask)+
"&gcmap="+QString::number(gamepadMask),
"&gcmap="+QString::number(gamepadMask)+
"&gcpersist="+QString::number(persistGameControllersOnDisconnect ? 1 : 0)+
LiGetLaunchUrlQueryParameters(),
LAUNCH_TIMEOUT_MS);
qInfo() << "Launch response:" << response;
@@ -230,30 +235,6 @@ NvHTTP::launchApp(int appId,
rtspSessionUrl = getXmlString(response, "sessionUrl0");
}
void
NvHTTP::resumeApp(PSTREAM_CONFIGURATION streamConfig, QString& rtspSessionUrl)
{
int riKeyId;
memcpy(&riKeyId, streamConfig->remoteInputAesIv, sizeof(riKeyId));
riKeyId = qFromBigEndian(riKeyId);
QString response =
openConnectionToString(m_BaseUrlHttps,
"resume",
"rikey="+QString(QByteArray(streamConfig->remoteInputAesKey, sizeof(streamConfig->remoteInputAesKey)).toHex())+
"&rikeyid="+QString::number(riKeyId)+
"&surroundAudioInfo="+QString::number(SURROUNDAUDIOINFO_FROM_AUDIO_CONFIGURATION(streamConfig->audioConfiguration)),
RESUME_TIMEOUT_MS);
qInfo() << "Resume response:" << response;
// Throws if the request failed
verifyResponseStatus(response);
rtspSessionUrl = getXmlString(response, "sessionUrl0");
}
void
NvHTTP::quitApp()
{
@@ -269,7 +250,7 @@ NvHTTP::quitApp()
verifyResponseStatus(response);
// Newer GFE versions will just return success even if quitting fails
// if we're not the original requestor.
// if we're not the original requester.
if (getCurrentGame(getServerInfo(NvHTTP::NVLL_ERROR)) != 0) {
// Generate a synthetic GfeResponseException letting the caller know
// that they can't kill someone else's stream.
@@ -382,7 +363,7 @@ NvHTTP::verifyResponseStatus(QString xml)
}
}
throw GfeHttpResponseException(-1, "Malformed GFE XML (missing root element)");
throw GfeHttpResponseException(-1, "Malformed XML (missing root element)");
}
QImage
@@ -551,7 +532,7 @@ NvHTTP::openConnection(QUrl baseUrl,
if (reply->error() != QNetworkReply::NoError)
{
if (logLevel >= NvLogLevel::NVLL_ERROR) {
qWarning() << command << " request failed with error " << reply->error();
qWarning() << command << "request failed with error:" << reply->error();
}
if (reply->error() == QNetworkReply::SslHandshakeFailedError) {
+9 -10
View File
@@ -162,16 +162,15 @@ public:
quitApp();
void
resumeApp(PSTREAM_CONFIGURATION streamConfig,
QString& rtspSessionUrl);
void
launchApp(int appId,
PSTREAM_CONFIGURATION streamConfig,
bool sops,
bool localAudio,
int gamepadMask,
QString& rtspSessionUrl);
startApp(QString verb,
bool isGfe,
int appId,
PSTREAM_CONFIGURATION streamConfig,
bool sops,
bool localAudio,
int gamepadMask,
bool persistGameControllersOnDisconnect,
QString& rtspSessionUrl);
QVector<NvApp>
getAppList();
+2 -2
View File
@@ -298,8 +298,8 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
}
QByteArray pairingSecret = NvHTTP::getXmlStringFromHex(respXml, "pairingsecret");
QByteArray serverSecret = QByteArray(pairingSecret.data(), 16);
QByteArray serverSignature = QByteArray(&pairingSecret.data()[16], 256);
QByteArray serverSecret = pairingSecret.left(16);
QByteArray serverSignature = pairingSecret.mid(16);
if (!verifySignature(serverSecret,
serverSignature,
+48 -51
View File
@@ -2,6 +2,7 @@
#include "utils.h"
#include <QGuiApplication>
#include <QLibraryInfo>
#include "streaming/session.h"
#include "streaming/streamutils.h"
@@ -17,6 +18,7 @@ SystemProperties::SystemProperties()
hasDesktopEnvironment = WMUtils::isRunningDesktopEnvironment();
isRunningWayland = WMUtils::isRunningWayland();
isRunningXWayland = isRunningWayland && QGuiApplication::platformName() == "xcb";
usesMaterial3Theme = QLibraryInfo::version() >= QVersionNumber(6, 5, 0);
QString nativeArch = QSysInfo::currentCpuArchitecture();
#ifdef Q_OS_WIN32
@@ -70,15 +72,9 @@ SystemProperties::SystemProperties()
// and cache the results to speed up future queries on this data.
querySdlVideoInfo();
Q_ASSERT(maximumStreamingFrameRate >= 60);
Q_ASSERT(!monitorDesktopResolutions.isEmpty());
Q_ASSERT(!monitorRefreshRates.isEmpty());
Q_ASSERT(!monitorNativeResolutions.isEmpty());
}
QRect SystemProperties::getDesktopResolution(int displayIndex)
{
// Returns default constructed QRect if out of bounds
return monitorDesktopResolutions.value(displayIndex);
Q_ASSERT(!monitorSafeAreaResolutions.isEmpty());
}
QRect SystemProperties::getNativeResolution(int displayIndex)
@@ -87,6 +83,18 @@ QRect SystemProperties::getNativeResolution(int displayIndex)
return monitorNativeResolutions.value(displayIndex);
}
QRect SystemProperties::getSafeAreaResolution(int displayIndex)
{
// Returns default constructed QRect if out of bounds
return monitorSafeAreaResolutions.value(displayIndex);
}
int SystemProperties::getRefreshRate(int displayIndex)
{
// Returns 0 if out of bounds
return monitorRefreshRates.value(displayIndex);
}
class QuerySdlVideoThread : public QThread
{
public:
@@ -120,7 +128,7 @@ void SystemProperties::querySdlVideoInfoInternal()
{
hasHardwareAcceleration = false;
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_VIDEO))) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
@@ -131,21 +139,15 @@ void SystemProperties::querySdlVideoInfoInternal()
// We call the internal variant because we're already in a safe thread context.
refreshDisplaysInternal();
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720,
SDL_WINDOW_HIDDEN | StreamUtils::getPlatformWindowFlags());
SDL_Window* testWindow = SDLC_CreateWindowWithFallback("", 0, 0, 1280, 720,
SDL_WINDOW_HIDDEN,
StreamUtils::getPlatformWindowFlags());
if (!testWindow) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create test window with platform flags: %s",
SDL_GetError());
testWindow = SDL_CreateWindow("", 0, 0, 1280, 720, SDL_WINDOW_HIDDEN);
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return;
}
Session::getDecoderInfo(testWindow, hasHardwareAcceleration, rendererAlwaysFullScreen, supportsHdr, maximumResolution);
@@ -186,44 +188,27 @@ void SystemProperties::refreshDisplays()
void SystemProperties::refreshDisplaysInternal()
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_VIDEO))) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return;
}
monitorDesktopResolutions.clear();
monitorNativeResolutions.clear();
// Never let the maximum drop below 60 FPS
maximumStreamingFrameRate = 60;
int numDisplays = 0;
SDL_DisplayID *displays = SDL_GetDisplays(&numDisplays);
SDL_DisplayMode bestMode;
for (int displayIndex = 0; displayIndex < SDL_GetNumVideoDisplays(); displayIndex++) {
for (int i = 0; i < numDisplays; i++) {
SDL_DisplayMode desktopMode;
int err;
SDL_Rect safeArea;
err = SDL_GetDesktopDisplayMode(displayIndex, &desktopMode);
if (err == 0) {
if (StreamUtils::getNativeDesktopMode(displays[i], &desktopMode, &safeArea)) {
if (desktopMode.w <= 8192 && desktopMode.h <= 8192) {
monitorDesktopResolutions.insert(displayIndex, QRect(0, 0, desktopMode.w, desktopMode.h));
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Skipping resolution over 8K: %dx%d",
desktopMode.w, desktopMode.h);
}
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetDesktopDisplayMode() failed: %s",
SDL_GetError());
}
if (StreamUtils::getRealDesktopMode(displayIndex, &desktopMode)) {
if (desktopMode.w <= 8192 && desktopMode.h <= 8192) {
monitorNativeResolutions.insert(displayIndex, QRect(0, 0, desktopMode.w, desktopMode.h));
monitorNativeResolutions.insert(i, QRect(0, 0, desktopMode.w, desktopMode.h));
monitorSafeAreaResolutions.insert(i, QRect(0, 0, safeArea.w, safeArea.h));
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
@@ -233,9 +218,10 @@ void SystemProperties::refreshDisplaysInternal()
// Start at desktop mode and work our way up
bestMode = desktopMode;
for (int i = 0; i < SDL_GetNumDisplayModes(displayIndex); i++) {
int numDisplayModes = SDL_GetNumDisplayModes(displays[i]);
for (int i = 0; i < numDisplayModes; i++) {
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0) {
if (SDL_GetDisplayMode(displays[i], i, &mode) == 0) {
if (mode.w == desktopMode.w && mode.h == desktopMode.h) {
if (mode.refresh_rate > bestMode.refresh_rate) {
bestMode = mode;
@@ -244,9 +230,20 @@ void SystemProperties::refreshDisplaysInternal()
}
}
maximumStreamingFrameRate = qMax(maximumStreamingFrameRate, bestMode.refresh_rate);
// Try to normalize values around our our standard refresh rates.
// Some displays/OSes report values that are slightly off.
if (bestMode.refresh_rate >= 58 && bestMode.refresh_rate <= 62) {
monitorRefreshRates.append(60);
}
else if (bestMode.refresh_rate >= 28 && bestMode.refresh_rate <= 32) {
monitorRefreshRates.append(30);
}
else {
monitorRefreshRates.append(bestMode.refresh_rate);
}
}
}
SDL_free(displays);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
+6 -4
View File
@@ -23,14 +23,15 @@ public:
Q_PROPERTY(bool hasBrowser MEMBER hasBrowser CONSTANT)
Q_PROPERTY(bool hasDiscordIntegration MEMBER hasDiscordIntegration CONSTANT)
Q_PROPERTY(QString unmappedGamepads MEMBER unmappedGamepads NOTIFY unmappedGamepadsChanged)
Q_PROPERTY(int maximumStreamingFrameRate MEMBER maximumStreamingFrameRate CONSTANT)
Q_PROPERTY(QSize maximumResolution MEMBER maximumResolution CONSTANT)
Q_PROPERTY(QString versionString MEMBER versionString CONSTANT)
Q_PROPERTY(bool supportsHdr MEMBER supportsHdr CONSTANT)
Q_PROPERTY(bool usesMaterial3Theme MEMBER usesMaterial3Theme CONSTANT)
Q_INVOKABLE void refreshDisplays();
Q_INVOKABLE QRect getDesktopResolution(int displayIndex);
Q_INVOKABLE QRect getNativeResolution(int displayIndex);
Q_INVOKABLE QRect getSafeAreaResolution(int displayIndex);
Q_INVOKABLE int getRefreshRate(int displayIndex);
signals:
void unmappedGamepadsChanged();
@@ -50,11 +51,12 @@ private:
bool hasBrowser;
bool hasDiscordIntegration;
QString unmappedGamepads;
int maximumStreamingFrameRate;
QSize maximumResolution;
QList<QRect> monitorDesktopResolutions;
QList<QRect> monitorNativeResolutions;
QList<QRect> monitorSafeAreaResolutions;
QList<int> monitorRefreshRates;
QString versionString;
bool supportsHdr;
bool usesMaterial3Theme;
};
+135 -5
View File
@@ -164,8 +164,10 @@ GlobalCommandLineParser::ParseResult GlobalCommandLineParser::parse(const QStrin
"Starts Moonlight normally if no arguments are given.\n"
"\n"
"Available actions:\n"
" list List the available apps on a host\n"
" quit Quit the currently running app\n"
" stream Start streaming an app\n"
" pair Pair a new host\n"
"\n"
"See 'moonlight <action> --help' for help of specific action."
);
@@ -193,6 +195,10 @@ GlobalCommandLineParser::ParseResult GlobalCommandLineParser::parse(const QStrin
return QuitRequested;
} else if (action == "stream") {
return StreamRequested;
} else if (action == "pair") {
return PairRequested;
} else if (action == "list") {
return ListRequested;
}
}
@@ -242,6 +248,58 @@ QString QuitCommandLineParser::getHost() const
return m_Host;
}
PairCommandLineParser::PairCommandLineParser()
{
}
PairCommandLineParser::~PairCommandLineParser()
{
}
void PairCommandLineParser::parse(const QStringList &args)
{
CommandLineParser parser;
parser.setupCommonOptions();
parser.setApplicationDescription(
"\n"
"Pair with the specified host."
);
parser.addPositionalArgument("pair", "pair host");
parser.addPositionalArgument("host", "Host computer name, UUID, or IP address", "<host>");
parser.addValueOption("pin", "4 digit pairing PIN");
if (!parser.parse(args)) {
parser.showError(parser.errorText());
}
parser.handleUnknownOptions();
// This method will not return and terminates the process if --version or
// --help is specified
parser.handleHelpAndVersionOptions();
// Verify that host has been provided
auto posArgs = parser.positionalArguments();
if (posArgs.length() < 2) {
parser.showError("Host not provided");
}
m_Host = parser.positionalArguments().at(1);
m_PredefinedPin = parser.value("pin");
if (!m_PredefinedPin.isEmpty() && m_PredefinedPin.length() != 4) {
parser.showError("PIN must be 4 digits");
}
}
QString PairCommandLineParser::getHost() const
{
return m_Host;
}
QString PairCommandLineParser::getPredefinedPin() const
{
return m_PredefinedPin;
}
StreamCommandLineParser::StreamCommandLineParser()
{
m_WindowModeMap = {
@@ -258,6 +316,7 @@ StreamCommandLineParser::StreamCommandLineParser()
{"auto", StreamingPreferences::VCC_AUTO},
{"H.264", StreamingPreferences::VCC_FORCE_H264},
{"HEVC", StreamingPreferences::VCC_FORCE_HEVC},
{"AV1", StreamingPreferences::VCC_FORCE_AV1},
};
m_VideoDecoderMap = {
{"auto", StreamingPreferences::VDS_AUTO},
@@ -313,6 +372,9 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
parser.addToggleOption("reverse-scroll-direction", "inverted scroll direction");
parser.addToggleOption("swap-gamepad-buttons", "swap A/B and X/Y gamepad buttons (Nintendo-style)");
parser.addToggleOption("keep-awake", "prevent display sleep while streaming");
parser.addToggleOption("performance-overlay", "show performance overlay");
parser.addToggleOption("hdr", "HDR streaming");
parser.addToggleOption("yuv444", "YUV 4:4:4 sampling, if supported");
parser.addChoiceOption("capture-system-keys", "capture system key combos", m_CaptureSysKeysModeMap.keys());
parser.addChoiceOption("video-codec", "video codec", m_VideoCodecMap.keys());
parser.addChoiceOption("video-decoder", "video decoder", m_VideoDecoderMap.keys());
@@ -351,20 +413,20 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve --fps option
if (parser.isSet("fps")) {
preferences->fps = parser.getIntOption("fps");
if (!inRange(preferences->fps, 30, 240)) {
parser.showError("FPS must be in range: 30 - 240");
if (!inRange(preferences->fps, 10, 480)) {
fprintf(stderr, "Warning: FPS is out of the supported range (10 - 480 FPS). Performance may suffer!\n");
}
}
// Resolve --bitrate option
if (parser.isSet("bitrate")) {
preferences->bitrateKbps = parser.getIntOption("bitrate");
if (!inRange(preferences->bitrateKbps, 500, 150000)) {
parser.showError("Bitrate must be in range: 500 - 150000");
if (!inRange(preferences->bitrateKbps, 500, 500000)) {
fprintf(stderr, "Warning: Bitrate is out of the supported range (500 - 500000 Kbps). Performance may suffer!\n");
}
} else if (displaySet || parser.isSet("fps")) {
preferences->bitrateKbps = preferences->getDefaultBitrate(
preferences->width, preferences->height, preferences->fps);
preferences->width, preferences->height, preferences->fps, preferences->enableYUV444);
}
// Resolve --packet-size option
@@ -427,6 +489,15 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve --keep-awake and --no-keep-awake options
preferences->keepAwake = parser.getToggleOptionValue("keep-awake", preferences->keepAwake);
// Resolve --performance-overlay and --no-performance-overlay options
preferences->showPerformanceOverlay = parser.getToggleOptionValue("performance-overlay", preferences->showPerformanceOverlay);
// Resolve --hdr and --no-hdr options
preferences->enableHdr = parser.getToggleOptionValue("hdr", preferences->enableHdr);
// Resolve --yuv444 and --no-yuv444 options
preferences->enableYUV444 = parser.getToggleOptionValue("yuv444", preferences->enableYUV444);
// Resolve --capture-system-keys option
if (parser.isSet("capture-system-keys")) {
preferences->captureSysKeysMode = mapValue(m_CaptureSysKeysModeMap, parser.getChoiceOptionValue("capture-system-keys"));
@@ -468,3 +539,62 @@ QString StreamCommandLineParser::getAppName() const
{
return m_AppName;
}
ListCommandLineParser::ListCommandLineParser()
{
}
ListCommandLineParser::~ListCommandLineParser()
{
}
void ListCommandLineParser::parse(const QStringList &args)
{
CommandLineParser parser;
parser.setupCommonOptions();
parser.setApplicationDescription(
"\n"
"List the available apps on the given host."
);
parser.addPositionalArgument("list", "list available apps");
parser.addPositionalArgument("host", "Host computer name, UUID, or IP address", "<host>");
parser.addFlagOption("csv", "Print as CSV with additional information");
parser.addFlagOption("verbose", "Displays additional information");
if (!parser.parse(args)) {
parser.showError(parser.errorText());
}
parser.handleUnknownOptions();
m_PrintCSV = parser.isSet("csv");
m_Verbose = parser.isSet("verbose");
// This method will not return and terminates the process if --version or
// --help is specified
parser.handleHelpAndVersionOptions();
// Verify that host has been provided
auto posArgs = parser.positionalArguments();
if (posArgs.length() < 2) {
parser.showError("Host not provided");
}
m_Host = parser.positionalArguments().at(1);
}
QString ListCommandLineParser::getHost() const
{
return m_Host;
}
bool ListCommandLineParser::isPrintCSV() const
{
return m_PrintCSV;
}
bool ListCommandLineParser::isVerbose() const
{
return m_Verbose;
}
+36
View File
@@ -12,6 +12,8 @@ public:
NormalStartRequested,
StreamRequested,
QuitRequested,
PairRequested,
ListRequested,
};
GlobalCommandLineParser();
@@ -35,6 +37,22 @@ private:
QString m_Host;
};
class PairCommandLineParser
{
public:
PairCommandLineParser();
virtual ~PairCommandLineParser();
void parse(const QStringList &args);
QString getHost() const;
QString getPredefinedPin() const;
private:
QString m_Host;
QString m_PredefinedPin;
};
class StreamCommandLineParser
{
public:
@@ -55,3 +73,21 @@ private:
QMap<QString, StreamingPreferences::VideoDecoderSelection> m_VideoDecoderMap;
QMap<QString, StreamingPreferences::CaptureSysKeysMode> m_CaptureSysKeysModeMap;
};
class ListCommandLineParser
{
public:
ListCommandLineParser();
virtual ~ListCommandLineParser();
void parse(const QStringList &args);
QString getHost() const;
bool isPrintCSV() const;
bool isVerbose() const;
private:
QString m_Host;
bool m_PrintCSV;
bool m_Verbose;
};
+208
View File
@@ -0,0 +1,208 @@
#include "listapps.h"
#include "backend/boxartmanager.h"
#include "backend/computermanager.h"
#include "backend/computerseeker.h"
#include <QCoreApplication>
#include <QTimer>
#define COMPUTER_SEEK_TIMEOUT 30000
#define APP_SEEK_TIMEOUT 10000
namespace CliListApps
{
enum State {
StateInit,
StateSeekComputer,
StateListApp,
StateSeekApp,
StateFailure,
};
class Event
{
public:
enum Type {
ComputerFound,
ComputerUpdated,
ComputerSeekTimedout,
Executed,
};
Event(Type type)
: type(type), computerManager(nullptr), computer(nullptr) {}
Type type;
ComputerManager *computerManager;
NvComputer *computer;
QString errorMessage;
};
class LauncherPrivate
{
Q_DECLARE_PUBLIC(Launcher)
public:
LauncherPrivate(Launcher *q) : q_ptr(q) {}
void handleEvent(Event event)
{
Q_Q(Launcher);
NvApp app;
switch (event.type) {
// Occurs when CLI main calls execute
case Event::Executed:
if (m_State == StateInit) {
m_State = StateSeekComputer;
m_ComputerManager = event.computerManager;
m_ComputerSeeker = new ComputerSeeker(m_ComputerManager, m_ComputerName, q);
q->connect(m_ComputerSeeker, &ComputerSeeker::computerFound,
q, &Launcher::onComputerFound);
q->connect(m_ComputerSeeker, &ComputerSeeker::errorTimeout,
q, &Launcher::onComputerSeekTimeout);
m_ComputerSeeker->start(COMPUTER_SEEK_TIMEOUT);
q->connect(m_ComputerManager, &ComputerManager::computerStateChanged,
q, &Launcher::onComputerUpdated);
m_BoxArtManager = new BoxArtManager(q);
if (m_Arguments.isVerbose()) {
fprintf(stdout, "Establishing connection to PC...\n");
}
}
break;
// Occurs when computer search timed out
case Event::ComputerSeekTimedout:
if (m_State == StateSeekComputer) {
fprintf(stderr, "%s\n", qPrintable(QString("Failed to connect to %1").arg(m_ComputerName)));
QCoreApplication::exit(-1);
}
break;
// Occurs when searched computer is found
case Event::ComputerFound:
if (m_State == StateSeekComputer) {
if (event.computer->pairState == NvComputer::PS_PAIRED) {
m_State = StateSeekApp;
m_Computer = event.computer;
m_TimeoutTimer->start(APP_SEEK_TIMEOUT);
if (m_Arguments.isVerbose()) {
fprintf(stdout, "Loading app list...\n");
}
} else {
m_State = StateFailure;
fprintf(stderr, "%s\n", qPrintable(QObject::tr("Computer %1 has not been paired. "
"Please open Moonlight to pair before retrieving games list.")
.arg(event.computer->name)));
QCoreApplication::exit(-1);
}
}
break;
// Occurs when a computer is updated
case Event::ComputerUpdated:
if (m_State == StateSeekApp) {
m_Arguments.isPrintCSV() ? printAppsCSV(m_Computer->appList) : printApps(m_Computer->appList);
QCoreApplication::exit(0);
}
break;
}
}
void printApps(QVector<NvApp> apps) {
for (int i = 0; i < apps.length(); i++) {
fprintf(stdout, "%s\n", qPrintable(apps[i].name));
}
}
void printAppsCSV(QVector<NvApp> apps) {
fprintf(stdout, "Name, ID, HDR Support, App Collection Game, Hidden, Direct Launch, Boxart URL\n");
for (int i = 0; i < apps.length(); i++) {
printAppCSV(apps[i]);
}
}
void printAppCSV(NvApp app) const
{
fprintf(stdout, "\"%s\",%d,%s,%s,%s,%s,\"%s\"\n", qPrintable(app.name),
app.id,
app.hdrSupported ? "true" : "false",
app.isAppCollectorGame ? "true" : "false",
app.hidden ? "true" : "false",
app.directLaunch ? "true" : "false",
qPrintable(m_BoxArtManager->loadBoxArt(m_Computer, app).toDisplayString()));
}
Launcher *q_ptr;
ComputerManager *m_ComputerManager;
QString m_ComputerName;
ComputerSeeker *m_ComputerSeeker;
BoxArtManager *m_BoxArtManager;
NvComputer *m_Computer;
State m_State;
QTimer *m_TimeoutTimer;
ListCommandLineParser m_Arguments;
};
Launcher::Launcher(QString computer, ListCommandLineParser arguments, QObject *parent)
: QObject(parent),
m_DPtr(new LauncherPrivate(this))
{
Q_D(Launcher);
d->m_ComputerName = computer;
d->m_State = StateInit;
d->m_TimeoutTimer = new QTimer(this);
d->m_TimeoutTimer->setSingleShot(true);
d->m_Arguments = arguments;
connect(d->m_TimeoutTimer, &QTimer::timeout,
this, &Launcher::onComputerSeekTimeout);
}
Launcher::~Launcher()
{
}
void Launcher::execute(ComputerManager *manager)
{
Q_D(Launcher);
Event event(Event::Executed);
event.computerManager = manager;
d->handleEvent(event);
}
bool Launcher::isExecuted() const
{
Q_D(const Launcher);
return d->m_State != StateInit;
}
void Launcher::onComputerFound(NvComputer *computer)
{
Q_D(Launcher);
Event event(Event::ComputerFound);
event.computer = computer;
d->handleEvent(event);
}
void Launcher::onComputerSeekTimeout()
{
Q_D(Launcher);
Event event(Event::ComputerSeekTimedout);
d->handleEvent(event);
}
void Launcher::onComputerUpdated(NvComputer *computer)
{
Q_D(Launcher);
Event event(Event::ComputerUpdated);
event.computer = computer;
d->handleEvent(event);
}
}
+38
View File
@@ -0,0 +1,38 @@
#pragma once
#include "commandlineparser.h"
#include <QObject>
#include <QVariant>
class ComputerManager;
class NvComputer;
namespace CliListApps
{
class LauncherPrivate;
class Launcher : public QObject
{
Q_OBJECT
Q_DECLARE_PRIVATE_D(m_DPtr, Launcher)
public:
explicit Launcher(QString computer, ListCommandLineParser arguments, QObject *parent = nullptr);
~Launcher();
Q_INVOKABLE void execute(ComputerManager *manager);
Q_INVOKABLE bool isExecuted() const;
private slots:
void onComputerFound(NvComputer *computer);
void onComputerUpdated(NvComputer *computer);
void onComputerSeekTimeout();
private:
QScopedPointer<LauncherPrivate> m_DPtr;
ListCommandLineParser m_Arguments;
};
}
+181
View File
@@ -0,0 +1,181 @@
#include "pair.h"
#include "backend/computermanager.h"
#include "backend/computerseeker.h"
#include <QCoreApplication>
#include <QTimer>
#define COMPUTER_SEEK_TIMEOUT 10000
namespace CliPair
{
enum State {
StateInit,
StateSeekComputer,
StatePairing,
StateFailure,
StateComplete,
};
class Event
{
public:
enum Type {
ComputerFound,
Executed,
PairingCompleted,
Timedout,
};
Event(Type type)
: type(type), computerManager(nullptr), computer(nullptr) {}
Type type;
ComputerManager *computerManager;
NvComputer *computer;
QString errorMessage;
};
class LauncherPrivate
{
Q_DECLARE_PUBLIC(Launcher)
public:
LauncherPrivate(Launcher *q) : q_ptr(q) {}
void handleEvent(Event event)
{
Q_Q(Launcher);
switch (event.type) {
// Occurs when CliPair becomes visible and the UI calls launcher's execute()
case Event::Executed:
if (m_State == StateInit) {
m_State = StateSeekComputer;
m_ComputerManager = event.computerManager;
q->connect(m_ComputerManager, &ComputerManager::pairingCompleted,
q, &Launcher::onPairingCompleted);
// If we weren't provided a predefined PIN, generate one now
if (m_PredefinedPin.isEmpty()) {
m_PredefinedPin = m_ComputerManager->generatePinString();
}
m_ComputerSeeker = new ComputerSeeker(m_ComputerManager, m_ComputerName, q);
q->connect(m_ComputerSeeker, &ComputerSeeker::computerFound,
q, &Launcher::onComputerFound);
q->connect(m_ComputerSeeker, &ComputerSeeker::errorTimeout,
q, &Launcher::onTimeout);
m_ComputerSeeker->start(COMPUTER_SEEK_TIMEOUT);
emit q->searchingComputer();
}
break;
// Occurs when searched computer is found
case Event::ComputerFound:
if (m_State == StateSeekComputer) {
if (event.computer->pairState == NvComputer::PS_PAIRED) {
m_State = StateFailure;
QString msg = QObject::tr("%1 is already paired").arg(event.computer->name);
emit q->failed(msg);
}
else {
Q_ASSERT(!m_PredefinedPin.isEmpty());
m_State = StatePairing;
m_ComputerManager->pairHost(event.computer, m_PredefinedPin);
emit q->pairing(event.computer->name, m_PredefinedPin);
}
}
break;
// Occurs when pairing operation completes
case Event::PairingCompleted:
if (m_State == StatePairing) {
if (event.errorMessage.isEmpty()) {
m_State = StateComplete;
emit q->success();
}
else {
m_State = StateFailure;
emit q->failed(event.errorMessage);
}
}
break;
// Occurs when computer search timed out
case Event::Timedout:
if (m_State == StateSeekComputer) {
m_State = StateFailure;
emit q->failed(QObject::tr("Failed to connect to %1").arg(m_ComputerName));
}
break;
}
}
Launcher *q_ptr;
QString m_ComputerName;
QString m_PredefinedPin;
ComputerManager *m_ComputerManager;
ComputerSeeker *m_ComputerSeeker;
NvComputer *m_Computer;
State m_State;
QTimer *m_TimeoutTimer;
};
Launcher::Launcher(QString computer, QString predefinedPin, QObject *parent)
: QObject(parent),
m_DPtr(new LauncherPrivate(this))
{
Q_D(Launcher);
d->m_ComputerName = computer;
d->m_PredefinedPin = predefinedPin;
d->m_State = StateInit;
d->m_TimeoutTimer = new QTimer(this);
d->m_TimeoutTimer->setSingleShot(true);
connect(d->m_TimeoutTimer, &QTimer::timeout,
this, &Launcher::onTimeout);
}
Launcher::~Launcher()
{
}
void Launcher::execute(ComputerManager *manager)
{
Q_D(Launcher);
Event event(Event::Executed);
event.computerManager = manager;
d->handleEvent(event);
}
bool Launcher::isExecuted() const
{
Q_D(const Launcher);
return d->m_State != StateInit;
}
void Launcher::onComputerFound(NvComputer *computer)
{
Q_D(Launcher);
Event event(Event::ComputerFound);
event.computer = computer;
d->handleEvent(event);
}
void Launcher::onTimeout()
{
Q_D(Launcher);
Event event(Event::Timedout);
d->handleEvent(event);
}
void Launcher::onPairingCompleted(NvComputer* computer, QString error)
{
Q_D(Launcher);
Event event(Event::PairingCompleted);
event.computer = computer;
event.errorMessage = error;
d->handleEvent(event);
}
}
+44
View File
@@ -0,0 +1,44 @@
#pragma once
#include <QObject>
#include <QVariant>
class ComputerManager;
class NvComputer;
class Session;
class StreamingPreferences;
namespace CliPair
{
class Event;
class LauncherPrivate;
class Launcher : public QObject
{
Q_OBJECT
Q_DECLARE_PRIVATE_D(m_DPtr, Launcher)
public:
explicit Launcher(QString computer, QString predefinedPin,
QObject *parent = nullptr);
~Launcher();
Q_INVOKABLE void execute(ComputerManager *manager);
Q_INVOKABLE bool isExecuted() const;
signals:
void searchingComputer();
void pairing(QString pcName, QString pin);
void failed(QString text);
void success();
private slots:
void onComputerFound(NvComputer *computer);
void onPairingCompleted(NvComputer *computer, QString error);
void onTimeout();
private:
QScopedPointer<LauncherPrivate> m_DPtr;
};
}
+3 -3
View File
@@ -6,7 +6,7 @@
#include <QCoreApplication>
#include <QTimer>
#define COMPUTER_SEEK_TIMEOUT 10000
#define COMPUTER_SEEK_TIMEOUT 30000
#define APP_SEEK_TIMEOUT 10000
namespace CliStartStream
@@ -118,7 +118,7 @@ public:
}
break;
// Occurs when the previous app quit has been completed, handles quitting errors if any
// happended. ComputerUpdated event's handler handles session start when previous app has
// happened. ComputerUpdated event's handler handles session start when previous app has
// quit.
case Event::AppQuitCompleted:
if (m_State == StateSeekApp && !event.errorMessage.isEmpty()) {
@@ -162,7 +162,7 @@ public:
QString getCurrentAppName() const
{
for (NvApp app : m_Computer->appList) {
for (const NvApp& app : m_Computer->appList) {
if (m_Computer->currentGameId == app.id) {
return app.name;
}
@@ -0,0 +1,40 @@
From 78261eb6e2fe728fa5d3843b5b8962b1ca559b7e Mon Sep 17 00:00:00 2001
From: David Rosca <nowrep@gmail.com>
Date: Sat, 16 Dec 2023 14:52:01 +0100
Subject: [PATCH] Vulkan: Don't try to reuse old swapchain
---
src/vulkan/swapchain.c | 12 ++++++++++--
1 file changed, 10 insertions(+), 2 deletions(-)
diff --git a/src/vulkan/swapchain.c b/src/vulkan/swapchain.c
index 0646e57c..c0b07ce4 100644
--- a/src/vulkan/swapchain.c
+++ b/src/vulkan/swapchain.c
@@ -612,13 +612,21 @@ static bool vk_sw_recreate(pl_swapchain sw, int w, int h)
}
#endif
+ {
+ pl_gpu_flush(gpu);
+ vk_wait_idle(vk);
+ for (int i = 0; i < vk->pool_graphics->num_queues; i++)
+ vk->QueueWaitIdle(vk->pool_graphics->queues[i]);
+ vk->DestroySwapchainKHR(vk->dev, p->swapchain, PL_VK_ALLOC);
+ }
+
// Calling `vkCreateSwapchainKHR` puts sinfo.oldSwapchain into a retired
// state whether the call succeeds or not, so we always need to garbage
// collect it afterwards - asynchronously as it may still be in use
- sinfo.oldSwapchain = p->swapchain;
+ /* sinfo.oldSwapchain = p->swapchain; */
p->swapchain = VK_NULL_HANDLE;
VkResult res = vk->CreateSwapchainKHR(vk->dev, &sinfo, PL_VK_ALLOC, &p->swapchain);
- vk_dev_callback(vk, VK_CB_FUNC(destroy_swapchain), vk, vk_wrap_handle(sinfo.oldSwapchain));
+ /* vk_dev_callback(vk, VK_CB_FUNC(destroy_swapchain), vk, vk_wrap_handle(sinfo.oldSwapchain)); */
PL_VK_ASSERT(res, "vk->CreateSwapchainKHR(...)");
// Get the new swapchain images
--
2.43.0
@@ -4,21 +4,19 @@
<metadata_license>CC0-1.0</metadata_license>
<project_license>GPL-3.0+</project_license>
<name>Moonlight</name>
<summary>Play games remotely from your NVIDIA GameStream-enabled PC</summary>
<summary>Stream games and other applications from another PC running Sunshine or GeForce Experience</summary>
<description>
<p>Moonlight can stream games and other applications from a PC with an NVIDIA GeForce GTX/RTX or NVIDIA Quadro GPU and GeForce/Quadro Experience installed.</p>
<p>Moonlight can stream games and other applications from another PC with Sunshine or GeForce Experience software installed.</p>
<p>Features include:</p>
<ul>
<li>Streaming at up to 4K resolution</li>
<li>Support for up to 120 FPS streaming (high refresh rate monitor recommended)</li>
<li>Hardware accelerated video decoding with VAAPI, VDPAU, and NVDEC support</li>
<li>H.264, HEVC, and AV1 codec support</li>
<li>7.1 surround sound audio support</li>
<li>10-point multitouch support</li>
<li>Gamepad support with force feedback for up to 16 players</li>
<li>Support for both pointer capture (for games) and direct mouse control (for remote desktop)</li>
<li>Support for passing system-wide keyboard shortcuts like Alt+Tab to the host</li>
<li>Direct touchscreen mouse control</li>
<li>HEVC support for better video compression efficiency</li>
<li>Gamepad support with force feedback for up to 4 players</li>
</ul>
</description>
@@ -36,6 +34,222 @@
</screenshots>
<releases>
<release version="6.1.0" date="2024-09-16">
<description>
<p>New features:</p>
<ul>
<li>Experimental YUV 4:4:4 support for improved text clarity during remote desktop usage</li>
<li>HDR is now supported with software decoding (requires GPU with Vulkan support)</li>
<li>Bitrate limit can now be increased to 500 Mbps</li>
<li>Audio decoding now uses 32-bit floating point format</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed incorrect color range when streaming with AV1 from a host with an AMD GPU</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="6.0.1" date="2024-06-30">
<description>
<p>New features:</p>
<ul>
<li>HDR to SDR tonemapping is now supported by the Vulkan renderer on Linux</li>
</ul>
<p>Behavior Changes:</p>
<ul>
<li>More time is now provided for PCs to wake up before displaying an error when starting a stream from the CLI</li>
<li>Moonlight will no longer try to guess VA driver names when running libva 2.20 or later</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed crash when the Vulkan renderer executed on a system with no Vulkan devices</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="6.0.0" date="2024-06-06">
<description>
<p>New features:</p>
<ul>
<li>HDR is now supported on Steam Deck and other HDR-capable Linux systems using a new Vulkan-based renderer</li>
<li>Vulkan Video decoding of H.264, HEVC, and AV1 is now supported using the new Vulkan renderer</li>
<li>Full E2E stream encryption is now supported when streaming from Sunshine v0.22 or later</li>
<li>Initiating a stream via the command-line will now automatically wake the target machine if it is sleeping</li>
<li>Error codes are now displayed in the connection termination dialog</li>
<li>Detailed PC state information is now available via the new "View Details" context menu option (similar to the Android client)</li>
<li>The performance overlay can now be configured to be shown by default when starting a stream</li>
</ul>
<p>Behavior Changes:</p>
<ul>
<li>The selected bitrate is no longer silently adjusted by Moonlight based upon the video codec or HDR mode</li>
<li>The selected mouse mode when starting a stream no longer influences the acceleration curve when the mouse mode is toggled using the Ctrl+Alt+Shift+M key combo while streaming</li>
<li>Hardcoded fallback paths for VAAPI and VDPAU drivers are no longer used</li>
<li>Per-session keys (rikey and rikeyid values) are now automatically stripped from logs</li>
<li>Log messages will now be logged to stderr rather than stdout</li>
<li>EGL is now always used instead of GLX for loading OpenGL in X11 environments on non-x86 platforms</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Improved reliability of streaming during momentary drops of WiFi connections</li>
<li>Improved performance with high polling rate mice</li>
<li>Improved input latency when a gamepad is connected</li>
<li>Added missing command-line options to control HDR and AV1 codec usage</li>
<li>Fixed instant connection termination error when streaming over the Internet behind certain Carrier-Grade NAT devices</li>
<li>Fixed incorrect MTU detection when streaming over the Internet without a VPN</li>
<li>Fixed recovery of audio when no audio output device is present when the stream starts</li>
<li>Fixed merging of gamepad state when multi-controller mode is disabled</li>
<li>Fixed indefinitely resending mDNS queries when a host could not be resolved</li>
<li>Fixed inability to pair when the host is not using a RSA-2048 key</li>
<li>Updated included gamepad mappings</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="5.0.1" date="2023-11-02">
<description>
<p>Bugfixes:</p>
<ul>
<li>Fixed connection issue streaming from some hosts running GeForce Experience or Sunshine v0.20 and earlier</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="5.0.0" date="2023-10-18">
<description>
<p>New features:</p>
<ul>
<li>Custom FPS values</li>
<li>Streaming using the AV1 codec from Sunshine hosts</li>
<li>Horizontal scrolling with Sunshine hosts</li>
<li>Native multi-touch input with Sunshine hosts</li>
<li>Controller type information is passed to Sunshine for controller type autoselection</li>
<li>Extended features of PS4/PS5 controllers (touchpad, battery state, gyro/accelerometer motion, and RGB LED) are natively passed to Sunshine hosts</li>
<li>Support for up to 16 gamepads with Sunshine hosts</li>
<li>Frame pacing support on Wayland</li>
<li>Host-side processing latency is now displayed in the performance overlay with Sunshine hosts</li>
<li>Window title now includes the PC name when streaming</li>
<li>Alphabetical sorting of the PC list</li>
<li>Updated Play and Stop button design to improve contrast with app box art</li>
<li>The settings page automatically scrolls to the selected element when using keyboard or gamepad navigation</li>
<li>Pressing Share+PS buttons on PS4/PS5 controllers can be used to emulate a clickpad press</li>
<li>Improved audio quality when streaming with a high bitrate from remote hosts</li>
<li>Increased mouse polling rate</li>
</ul>
<p>Behavior Changes:</p>
<ul>
<li>IPv6 addresses must be provided in URL-escaped form. Example: [2001:db8::1234:5678] or [2001:db8::1234:5678]:47989</li>
<li>Default bitrate logic has been adjusted to behave better with custom resolutions and frame rates</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Reduced the frequency of audio underruns (clicks and pops) by increasing audio buffer size</li>
<li>Fixed "Quitting App" message never dismissing in some cases</li>
<li>Fixed parsing IPv6 literals with port numbers</li>
<li>Fixed unnecessary WiFi activity causing stream disruptions</li>
<li>Fixed paired hosts being forgotten if Moonlight terminates while writing hosts to disk</li>
<li>Fixed freeze when closing the stream on Windows with some software that uses DX11 hooks</li>
<li>Fixed delayed PC wake when activating Wake-On-LAN feature</li>
<li>Fixed Wake-on-LAN when Sunshine is running on alternate ports</li>
<li>Fixed leak of /dev/dri fds when trying to initialize VAAPI decoder</li>
<li>Fixed support for the Applications/Menu key</li>
<li>Fixed automatic language detection for Simplified Chinese and Traditional Chinese</li>
<li>Fixed streaming from Sunshine when the client PC has multiple network interfaces or IPv6 privacy extensions enabled</li>
<li>Fixed small receive buffer causing video packet loss on some systems</li>
<li>Fixed theme overrides causing the UI to be unusable on some systems</li>
<li>Fixed tearing with V-Sync enabled on macOS and Linux when using the SDL renderer (software decoding and some hardware decoders)</li>
<li>Fixed stateful V4L2 hardware decoding using h264_v4l2m2m and hevc_v4l2m2m decoders</li>
<li>Fixed CVE-2023-42801</li>
<li>Updated included gamepad mappings</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="4.3.1" date="2022-11-03">
<description>
<p>Changes:</p>
<ul>
<li>Fixed crash during specific patterns of audio packet loss</li>
<li>Fixed detection of local streaming when using IPv6 addresses</li>
<li>Windowed mode streaming now starts maximized if the GUI window was maximized</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="4.3.0" date="2022-10-28">
<description>
<p>New features:</p>
<ul>
<li>Improved support for GeForce Experience 3.26</li>
<li>Improved image quality and performance when recovering from video packet loss using HEVC</li>
<li>Improved error concealment after audio packet loss</li>
<li>Improved UI performance when paired with many hosts or hosts with large numbers of apps</li>
<li>Pairing with Sunshine hosts is now supported even if the host is in a streaming session</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed streaming at resolutions below 720x480 with GeForce Experience 3.26</li>
<li>Fixed window position and size being lost when toggling between full-screen and windowed mode</li>
<li>Fixed initial window size not always respecting the stream aspect ratio</li>
<li>Fixed unexpected error when streaming at resolutions above 4096x4096 using Sunshine</li>
<li>Updated included gamepad mappings</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="4.2.1" date="2022-09-12">
<description>
<p>Bugfixes:</p>
<ul>
<li>Fixed streaming from hosts running Sunshine</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="4.2.0" date="2022-09-10">
<description>
<p>New features:</p>
<ul>
<li>Added support for pairing via the terminal</li>
<li>Added support for listing installed apps on a host via the terminal</li>
<li>Improved handling of V-Sync on Wayland systems to reduce latency</li>
<li>Improved performance using the legacy non-EGL VAAPI rendering code</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed native resolution detection on high DPI Wayland systems</li>
<li>Fixed audio crackling with SDL 2.24.0 on systems using PulseAudio</li>
<li>Updated included gamepad mappings</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="4.1.0" date="2022-05-23">
<description>
<p>New features:</p>
<ul>
<li>Overlays are now supported on the non-EGL X11 VAAPI renderer (requires RGBA subpicture support in the VAAPI driver)</li>
<li>Cursor lock can now be disabled when in full-screen mode</li>
</ul>
<p>Behavior Changes:</p>
<ul>
<li>Moonlight can now reduce the client display resolution in full-screen mode if the current display mode doesn't have a high enough refresh rate for the selected stream frame rate</li>
<li>When choosing a new client display resolution in full-screen mode, Moonlight will pick a display mode with the closest aspect ratio to the selected stream resolution</li>
<li>Moonlight now defaults to borderless windowed mode on Wayland systems</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed missing toolbar buttons in certain languages</li>
<li>Fixed some text on the settings page not updating when the language is changed</li>
<li>Fixed a frame pacing bug that could cause excessive frame drops</li>
<li>Fixed the "keep display awake" setting not being saved when Moonlight restarts</li>
<li>Fixed black screen after unmaximizing the Moonlight window on some Linux systems</li>
<li>Updated included gamepad mappings</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="4.0.0" date="2022-04-02">
<description>
<p>New features:</p>
@@ -1,9 +1,9 @@
[Desktop Entry]
Name=Moonlight
Comment=Stream games from your NVIDIA GameStream-enabled PC
Comment=Stream games and other applications from another PC running Sunshine or GeForce Experience
Exec=moonlight
Icon=moonlight
Terminal=false
Type=Application
Categories=Qt;Game;
Keywords=nvidia;gamestream;stream;
Keywords=nvidia;gamestream;stream;sunshine;remote play;
+5 -1
View File
@@ -5,9 +5,13 @@
# pairing data will be lost each reboot.
HOME=/usr/local/moonlight
# Enable Steam Controller detection in SDL
# https://github.com/moonlight-stream/moonlight-qt/issues/697
export SDL_ENABLE_STEAM_CONTROLLERS=1
# Renice PE_Single_CPU which seems to host A/V stuff
renice -10 -p $(pidof PE_Single_CPU)
# Renice Moonlight itself to avoid preemption by background tasks
# Write output to a logfile in /tmp
exec nice -n -10 ./bin/moonlight > /tmp/moonlight.log
exec nice -n -10 ./bin/moonlight > /tmp/moonlight.log 2>&1
+16 -14
View File
@@ -1,5 +1,6 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
import QtQuick.Controls.Material 2.2
import AppModel 1.0
import ComputerManager 1.0
@@ -89,7 +90,7 @@ CenteredGridView {
onSourceSizeChanged: {
// Nearly all of Nvidia's official box art does not match the dimensions of placeholder
// images, however the one known exeception is Overcooked. Therefore, we only execute
// images, however the one known exception is Overcooked. Therefore, we only execute
// the image size checks if this is not an app collector game. We know the officially
// supported games all have box art, so this check is not required.
if (!model.isAppCollectorGame &&
@@ -121,15 +122,15 @@ CenteredGridView {
anchors.fill: appIcon
sourceComponent: Item {
ToolButton {
RoundButton {
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? -47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : -60
anchors.centerIn: parent
implicitWidth: 125
implicitHeight: 125
implicitWidth: 85
implicitHeight: 85
Image {
source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
source: "qrc:/res/play_arrow_FILL1_wght700_GRAD200_opsz48.svg"
anchors.centerIn: parent
sourceSize {
width: 75
@@ -145,17 +146,19 @@ CenteredGridView {
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
Material.background: "#D0808080"
}
ToolButton {
RoundButton {
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? 47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : 60
anchors.centerIn: parent
implicitWidth: 125
implicitHeight: 125
implicitWidth: 85
implicitHeight: 85
Image {
source: "qrc:/res/baseline-cancel-24px.svg"
source: "qrc:/res/stop_FILL1_wght700_GRAD200_opsz48.svg"
anchors.centerIn: parent
sourceSize {
width: 75
@@ -171,6 +174,8 @@ CenteredGridView {
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
Material.background: "#D0808080"
}
}
}
@@ -251,7 +256,7 @@ CenteredGridView {
anchors.fill: parent
acceptedButtons: Qt.RightButton;
onClicked: {
parent.onPressAndHold()
parent.pressAndHold()
}
}
@@ -345,7 +350,7 @@ CenteredGridView {
function quitApp() {
var component = Qt.createComponent("QuitSegue.qml")
var params = {"appName": appName}
var params = {"appName": appName, "quitRunningAppFn": function() { appModel.quitRunningApp() }}
if (segueToStream) {
// Store the session and app name if we're going to stream after
// successfully quitting the old app.
@@ -358,9 +363,6 @@ CenteredGridView {
}
stackView.push(component.createObject(stackView, params))
// Trigger the quit after pushing the quit segue on screen
appModel.quitRunningApp()
}
onAccepted: quitApp()
+7
View File
@@ -2,6 +2,7 @@ import QtQuick 2.9
import QtQuick.Controls 2.2
import SdlGamepadKeyNavigation 1.0
import SystemProperties 1.0
// https://stackoverflow.com/questions/45029968/how-do-i-set-the-combobox-width-to-fit-the-largest-item
ComboBox {
@@ -38,6 +39,12 @@ ComboBox {
popup.onAboutToShow: {
// Switch to normal navigation for combo boxes
SdlGamepadKeyNavigation.setUiNavMode(false)
// Override the popup color to improve contrast with the overridden
// Material 2 background color set in main.qml.
if (SystemProperties.usesMaterial3Theme) {
popup.background.color = "#424242"
}
}
popup.onAboutToHide: {
+86
View File
@@ -0,0 +1,86 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import ComputerManager 1.0
Item {
function onSearchingComputer() {
stageLabel.text = qsTr("Establishing connection to PC...")
}
function onPairing(pcName, pin) {
stageLabel.text = qsTr("Pairing... Please enter '%1' on %2.").arg(pin).arg(pcName)
}
function onFailed(message) {
stageIndicator.visible = false
errorDialog.text = message
errorDialog.open()
}
function onSuccess(appName) {
stageIndicator.visible = false
pairCompleteDialog.open()
}
// Allow user to back out of pairing
Keys.onEscapePressed: {
Qt.quit()
}
Keys.onBackPressed: {
Qt.quit()
}
Keys.onCancelPressed: {
Qt.quit()
}
StackView.onActivated: {
if (!launcher.isExecuted()) {
toolBar.visible = false
launcher.searchingComputer.connect(onSearchingComputer)
launcher.pairing.connect(onPairing)
launcher.failed.connect(onFailed)
launcher.success.connect(onSuccess)
launcher.execute(ComputerManager)
}
}
Row {
anchors.centerIn: parent
spacing: 5
id: stageIndicator
BusyIndicator {
id: stageSpinner
}
Label {
id: stageLabel
height: stageSpinner.height
font.pointSize: 20
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
}
}
ErrorMessageDialog {
id: errorDialog
onClosed: {
Qt.quit();
}
}
NavigableMessageDialog {
id: pairCompleteDialog
closePolicy: Popup.CloseOnEscape
text:qsTr("Pairing completed successfully")
standardButtons: Dialog.Ok
onClosed: {
Qt.quit()
}
}
}
+2 -8
View File
@@ -2,7 +2,6 @@ import QtQuick 2.0
import QtQuick.Controls 2.2
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
Item {
function onSearchingComputer() {
@@ -26,6 +25,7 @@ Item {
function onLaunchFailed(message) {
errorDialog.text = message
errorDialog.open()
console.error(message)
}
function onAppQuitRequired(appName) {
@@ -37,10 +37,6 @@ Item {
if (!launcher.isExecuted()) {
toolBar.visible = false
// Normally this is enabled by PcView, but we will won't
// load PcView when streaming from the command-line.
SdlGamepadKeyNavigation.enable()
launcher.searchingComputer.connect(onSearchingComputer)
launcher.searchingApp.connect(onSearchingApp)
launcher.sessionCreated.connect(onSessionCreated)
@@ -84,10 +80,8 @@ Item {
function quitApp() {
var component = Qt.createComponent("QuitSegue.qml")
var params = {"appName": appName}
var params = {"appName": appName, "quitRunningAppFn": function() { launcher.quitRunningApp() }}
stackView.push(component.createObject(stackView, params))
// Trigger the quit after pushing the quit segue on screen
launcher.quitRunningApp()
}
onAccepted: quitApp()
+44 -35
View File
@@ -6,6 +6,7 @@ import ComputerModel 1.0
import ComputerManager 1.0
import StreamingPreferences 1.0
import SystemProperties 1.0
import SdlGamepadKeyNavigation 1.0
CenteredGridView {
@@ -33,11 +34,6 @@ CenteredGridView {
// Setup signals on CM
ComputerManager.computerAddCompleted.connect(addComplete)
// This is a bit of a hack to do this here as opposed to main.qml, but
// we need it enabled before calling getConnectedGamepads() and PcView
// is never destroyed, so it should be okay.
SdlGamepadKeyNavigation.enable()
// Highlight the first item if a gamepad is connected
if (currentIndex == -1 && SdlGamepadKeyNavigation.getConnectedGamepads() > 0) {
currentIndex = 0
@@ -99,7 +95,7 @@ CenteredGridView {
Label {
height: searchSpinner.height
elide: Label.ElideRight
text: StreamingPreferences.enableMdns ? qsTr("Searching for PCs on your local network with NVIDIA GameStream enabled...")
text: StreamingPreferences.enableMdns ? qsTr("Searching for compatible hosts on your local network...")
: qsTr("Automatic PC discovery is disabled. Add your PC manually.")
font.pointSize: 20
verticalAlignment: Text.AlignVCenter
@@ -130,12 +126,12 @@ CenteredGridView {
id: stateIcon
anchors.horizontalCenter: pcIcon.horizontalCenter
anchors.verticalCenter: pcIcon.verticalCenter
anchors.verticalCenterOffset: -15
anchors.verticalCenterOffset: !model.online ? -18 : -16
visible: !model.statusUnknown && (!model.online || !model.paired)
source: !model.online ? "qrc:/res/baseline-warning-24px.svg" : "qrc:/res/baseline-lock-24px.svg"
source: !model.online ? "qrc:/res/warning_FILL1_wght300_GRAD200_opsz24.svg" : "qrc:/res/baseline-lock-24px.svg"
sourceSize {
width: 75
height: 75
width: !model.online ? 75 : 70
height: !model.online ? 75 : 70
}
}
@@ -211,10 +207,18 @@ CenteredGridView {
text: qsTr("Delete PC")
onTriggered: {
deletePcDialog.pcIndex = index
// get confirmation first, actual closing is called from the dialog
deletePcDialog.pcName = model.name
deletePcDialog.open()
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("View Details")
onTriggered: {
showPcDetailsDialog.pcDetails = model.details
showPcDetailsDialog.open()
}
}
}
}
@@ -232,22 +236,14 @@ CenteredGridView {
stackView.push(appView)
}
else {
if (!model.busy) {
var pin = computerModel.generatePinString()
var pin = computerModel.generatePinString()
// Kick off pairing in the background
computerModel.pairComputer(index, pin)
// Kick off pairing in the background
computerModel.pairComputer(index, pin)
// Display the pairing dialog
pairDialog.pin = pin
pairDialog.open()
}
else {
// cannot pair while something is streaming or attempting to pair
errorDialog.text = qsTr("You cannot pair while a previous session is still running on the host PC. Quit any running games or reboot the host PC, then try pairing again.")
errorDialog.helpText = ""
errorDialog.open()
}
// Display the pairing dialog
pairDialog.pin = pin
pairDialog.open()
}
} else if (!model.online) {
// Using open() here because it may be activated by keyboard
@@ -270,7 +266,7 @@ CenteredGridView {
anchors.fill: parent
acceptedButtons: Qt.RightButton;
onClicked: {
parent.onPressAndHold()
parent.pressAndHold()
}
}
@@ -279,6 +275,12 @@ CenteredGridView {
// the ItemDelegate and not where the mouse cursor is
pcContextMenu.open()
}
Keys.onDeletePressed: {
deletePcDialog.pcIndex = index
deletePcDialog.pcName = model.name
deletePcDialog.open()
}
}
ErrorMessageDialog {
@@ -299,7 +301,8 @@ CenteredGridView {
// don't allow edits to the rest of the window while open
property string pin : "0000"
text:qsTr("Please enter %1 on your GameStream PC. This dialog will close when pairing is completed.").arg(pin)
text:qsTr("Please enter %1 on your host PC. This dialog will close when pairing is completed.").arg(pin)+"\n\n"+
qsTr("If your host PC is running Sunshine, navigate to the Sunshine web UI to enter the PIN.")
standardButtons: Dialog.Cancel
onRejected: {
// FIXME: We should interrupt pairing here
@@ -309,16 +312,14 @@ CenteredGridView {
NavigableMessageDialog {
id: deletePcDialog
// don't allow edits to the rest of the window while open
property int pcIndex : -1;
text:qsTr("Are you sure you want to remove this PC?")
property int pcIndex : -1
property string pcName : ""
text: qsTr("Are you sure you want to remove '%1'?").arg(pcName)
standardButtons: Dialog.Yes | Dialog.No
function deletePc() {
console.log("deleting PC pairing for PC at index: " + pcIndex)
computerModel.deleteComputer(pcIndex);
onAccepted: {
computerModel.deleteComputer(pcIndex)
}
onAccepted: deletePc()
}
NavigableMessageDialog {
@@ -327,7 +328,7 @@ CenteredGridView {
standardButtons: Dialog.Ok
onAboutToShow: {
testConnectionDialog.text = qsTr("Moonlight is testing your network connection to determine if NVIDIA GameStream is blocked.") + "\n\n" + qsTr("This may take a few seconds…")
testConnectionDialog.text = qsTr("Moonlight is testing your network connection to determine if any required ports are blocked.") + "\n\n" + qsTr("This may take a few seconds…")
showSpinner = true
}
@@ -398,5 +399,13 @@ CenteredGridView {
}
}
NavigableMessageDialog {
id: showPcDetailsDialog
property string pcDetails : "";
text: showPcDetailsDialog.pcDetails
imageSrc: "qrc:/res/baseline-help_outline-24px.svg"
standardButtons: Dialog.Ok
}
ScrollBar.vertical: ScrollBar {}
}
+7
View File
@@ -6,6 +6,7 @@ import Session 1.0
Item {
property string appName
property var quitRunningAppFn
property Session nextSession : null
property string nextAppName : ""
@@ -17,6 +18,7 @@ Item {
if (error !== undefined) {
errorDialog.text = error
errorDialog.open()
console.error(error)
}
// If we're supposed to launch another game after this, do so now
@@ -37,6 +39,11 @@ Item {
// Connect the quit completion signal
ComputerManager.quitAppCompleted.connect(quitAppCompleted)
// Start the quit operation if requested
if (quitRunningAppFn) {
quitRunningAppFn()
}
}
StackView.onDeactivating: {
+460 -236
View File
@@ -1,6 +1,7 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
import QtQuick.Layouts 1.2
import QtQuick.Window 2.2
import StreamingPreferences 1.0
import ComputerManager 1.0
@@ -11,6 +12,8 @@ Flickable {
id: settingsPage
objectName: qsTr("Settings")
signal languageChanged()
boundsBehavior: Flickable.OvershootBounds
contentWidth: settingsColumn1.width > settingsColumn2.width ? settingsColumn1.width : settingsColumn2.width
@@ -23,6 +26,49 @@ Flickable {
}
}
function isChildOfFlickable(item) {
while (item) {
if (item.parent === contentItem) {
return true
}
item = item.parent
}
return false
}
NumberAnimation on contentY {
id: autoScrollAnimation
duration: 100
}
Window.onActiveFocusItemChanged: {
var item = Window.activeFocusItem
if (item) {
// Ignore non-child elements like the toolbar buttons
if (!isChildOfFlickable(item)) {
return
}
// Map the focus item's position into our content item's coordinate space
var pos = item.mapToItem(contentItem, 0, 0)
// Ensure some extra space is visible around the element we're scrolling to
var scrollMargin = height > 100 ? 50 : 0
if (pos.y - scrollMargin < contentY) {
autoScrollAnimation.from = contentY
autoScrollAnimation.to = Math.max(pos.y - scrollMargin, 0)
autoScrollAnimation.start()
}
else if (pos.y + item.height + scrollMargin > contentY + height) {
autoScrollAnimation.from = contentY
autoScrollAnimation.to = Math.min(pos.y + item.height + scrollMargin - height, contentHeight - height)
autoScrollAnimation.start()
}
}
}
StackView.onActivated: {
// This enables Tab and BackTab based navigation rather than arrow keys.
// It is required to shift focus between controls on the settings page.
@@ -87,59 +133,54 @@ Flickable {
AutoResizingComboBox {
property int lastIndexValue
function addDetectedResolution(friendlyNamePrefix, rect) {
var indexToAdd = 0
for (var j = 0; j < resolutionComboBox.count; j++) {
var existing_width = parseInt(resolutionListModel.get(j).video_width);
var existing_height = parseInt(resolutionListModel.get(j).video_height);
if (rect.width === existing_width && rect.height === existing_height) {
// Duplicate entry, skip
indexToAdd = -1
break
}
else if (rect.width * rect.height > existing_width * existing_height) {
// Candidate entrypoint after this entry
indexToAdd = j + 1
}
}
// Insert this display's resolution if it's not a duplicate
if (indexToAdd >= 0) {
resolutionListModel.insert(indexToAdd,
{
"text": friendlyNamePrefix+" ("+rect.width+"x"+rect.height+")",
"video_width": ""+rect.width,
"video_height": ""+rect.height,
"is_custom": false
})
}
}
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
// Refresh display data before using it to build the list
SystemProperties.refreshDisplays()
// Add native resolutions for all attached displays
// Add native and safe area resolutions for all attached displays
var done = false
for (var displayIndex = 0; !done; displayIndex++) {
for (var displayResIndex = 0; displayResIndex < 2; displayResIndex++) {
var screenRect;
var screenRect = SystemProperties.getNativeResolution(displayIndex);
var safeAreaRect = SystemProperties.getSafeAreaResolution(displayIndex);
// Some platforms have different desktop resolutions
// and native resolutions (like macOS with Retina displays)
if (displayResIndex === 0) {
screenRect = SystemProperties.getDesktopResolution(displayIndex)
}
else {
screenRect = SystemProperties.getNativeResolution(displayIndex)
}
if (screenRect.width === 0) {
// Exceeded max count of displays
done = true
break
}
var indexToAdd = 0
for (var j = 0; j < resolutionComboBox.count; j++) {
var existing_width = parseInt(resolutionListModel.get(j).video_width);
var existing_height = parseInt(resolutionListModel.get(j).video_height);
if (screenRect.width === existing_width && screenRect.height === existing_height) {
// Duplicate entry, skip
indexToAdd = -1
break
}
else if (screenRect.width * screenRect.height > existing_width * existing_height) {
// Candidate entrypoint after this entry
indexToAdd = j + 1
}
}
// Insert this display's resolution if it's not a duplicate
if (indexToAdd >= 0) {
resolutionListModel.insert(indexToAdd,
{
"text": "Native ("+screenRect.width+"x"+screenRect.height+")",
"video_width": ""+screenRect.width,
"video_height": ""+screenRect.height,
"is_custom": false
})
}
if (screenRect.width === 0) {
// Exceeded max count of displays
done = true
break
}
addDetectedResolution(qsTr("Native"), screenRect)
addDetectedResolution(qsTr("Native (Excluding Notch)"), safeAreaRect)
}
// Prune resolutions that are over the decoder's maximum
@@ -175,7 +216,7 @@ Flickable {
if (!index_set) {
// We did not find a match. This must be a custom resolution.
resolutionListModel.append({
"text": "Custom ("+StreamingPreferences.width+"x"+StreamingPreferences.height+")",
"text": qsTr("Custom")+" ("+StreamingPreferences.width+"x"+StreamingPreferences.height+")",
"video_width": ""+StreamingPreferences.width,
"video_height": ""+StreamingPreferences.height,
"is_custom": true
@@ -184,7 +225,7 @@ Flickable {
}
else {
resolutionListModel.append({
"text": "Custom",
"text": qsTr("Custom"),
"video_width": "",
"video_height": "",
"is_custom": true
@@ -242,7 +283,8 @@ Flickable {
StreamingPreferences.bitrateKbps = StreamingPreferences.getDefaultBitrate(StreamingPreferences.width,
StreamingPreferences.height,
StreamingPreferences.fps);
StreamingPreferences.fps,
StreamingPreferences.enableYUV444);
slider.value = StreamingPreferences.bitrateKbps
}
@@ -397,74 +439,212 @@ Flickable {
}
AutoResizingComboBox {
function createModel() {
var fpsListModel = Qt.createQmlObject('import QtQuick 2.0; ListModel {}', parent, '')
property int lastIndexValue
var max_fps = SystemProperties.maximumStreamingFrameRate
function updateBitrateForSelection() {
// Only modify the bitrate if the values actually changed
var selectedFps = parseInt(model.get(fpsComboBox.currentIndex).video_fps)
if (StreamingPreferences.fps !== selectedFps) {
StreamingPreferences.fps = selectedFps
// Default entries
fpsListModel.append({"text": qsTr("%1 FPS").arg("30"), "video_fps": "30"})
fpsListModel.append({"text": qsTr("%1 FPS").arg("60"), "video_fps": "60"})
StreamingPreferences.bitrateKbps = StreamingPreferences.getDefaultBitrate(StreamingPreferences.width,
StreamingPreferences.height,
StreamingPreferences.fps,
StreamingPreferences.enableYUV444);
slider.value = StreamingPreferences.bitrateKbps
}
// Add unsupported FPS values that come before the display max FPS
if (StreamingPreferences.unsupportedFps) {
if (max_fps > 90) {
fpsListModel.append({"text": qsTr("%1 FPS (Unsupported)").arg("90"), "video_fps": "90"})
lastIndexValue = currentIndex
}
NavigableDialog {
function isInputValid() {
// If we have text that isn't valid, reject the input.
if (!fpsField.acceptableInput && fpsField.text) {
return false
}
if (max_fps > 120) {
fpsListModel.append({"text": qsTr("%1 FPS (Unsupported)").arg("120"), "video_fps": "120"})
// The textbox needs to have text or placeholder text
if (!fpsField.text && !fpsField.placeholderText) {
return false
}
return true
}
id: customFpsDialog
standardButtons: Dialog.Ok | Dialog.Cancel
onOpened: {
// Force keyboard focus on the textbox so keyboard navigation works
fpsField.forceActiveFocus()
// standardButton() was added in Qt 5.10, so we must check for it first
if (customFpsDialog.standardButton) {
customFpsDialog.standardButton(Dialog.Ok).enabled = customFpsDialog.isInputValid()
}
}
// Use 64 as the cutoff for adding a separate option to
// handle wonky displays that report just over 60 Hz.
if (max_fps > 64) {
// Mark any FPS value greater than 120 as unsupported
if (StreamingPreferences.unsupportedFps && max_fps > 120) {
fpsListModel.append({"text": qsTr("%1 FPS (Unsupported)").arg(max_fps), "video_fps": ""+max_fps})
onClosed: {
fpsField.clear()
}
onRejected: {
fpsComboBox.currentIndex = fpsComboBox.lastIndexValue
}
onAccepted: {
// Reject if there's invalid input
if (!isInputValid()) {
reject()
return
}
else if (max_fps > 120) {
fpsListModel.append({"text": qsTr("%1 FPS").arg("120"), "video_fps": "120"})
}
else {
fpsListModel.append({"text": qsTr("%1 FPS").arg(max_fps), "video_fps": ""+max_fps})
var fps = fpsField.text ? fpsField.text : fpsField.placeholderText
// Find and update the custom entry
for (var i = 0; i < fpsListModel.count; i++) {
if (fpsListModel.get(i).is_custom) {
fpsListModel.setProperty(i, "video_fps", fps)
fpsListModel.setProperty(i, "text", qsTr("Custom (%1 FPS)").arg(fps))
// Now update the bitrate using the custom resolution
fpsComboBox.currentIndex = i
fpsComboBox.updateBitrateForSelection()
// Update the combobox width too
fpsComboBox.recalculateWidth()
break
}
}
}
// Add unsupported FPS values that come after the display max FPS
if (StreamingPreferences.unsupportedFps) {
if (max_fps < 90) {
fpsListModel.append({"text":qsTr("%1 FPS (Unsupported)").arg("90"), "video_fps": "90"})
ColumnLayout {
Label {
text: qsTr("Enter a custom frame rate:")
font.bold: true
}
if (max_fps < 120) {
fpsListModel.append({"text":qsTr("%1 FPS (Unsupported)").arg("120"), "video_fps": "120"})
RowLayout {
TextField {
id: fpsField
maximumLength: 4
inputMethodHints: Qt.ImhDigitsOnly
placeholderText: fpsListModel.get(fpsComboBox.currentIndex).video_fps
validator: IntValidator{bottom:10; top:9999}
focus: true
onTextChanged: {
// standardButton() was added in Qt 5.10, so we must check for it first
if (customFpsDialog.standardButton) {
customFpsDialog.standardButton(Dialog.Ok).enabled = customFpsDialog.isInputValid()
}
}
Keys.onReturnPressed: {
customFpsDialog.accept()
}
Keys.onEnterPressed: {
customFpsDialog.accept()
}
}
}
}
}
function addRefreshRateOrdered(fpsListModel, refreshRate, description, custom) {
var indexToAdd = 0
for (var j = 0; j < fpsListModel.count; j++) {
var existing_fps = parseInt(fpsListModel.get(j).video_fps);
if (refreshRate === existing_fps || (custom && fpsListModel.get(j).is_custom)) {
// Duplicate entry, skip
indexToAdd = -1
break
}
else if (refreshRate > existing_fps) {
// Candidate entrypoint after this entry
indexToAdd = j + 1
}
}
return fpsListModel
// Insert this frame rate if it's not a duplicate
if (indexToAdd >= 0) {
// Custom values always go at the end of the list
if (custom) {
indexToAdd = fpsListModel.count
}
fpsListModel.insert(indexToAdd,
{
"text": description,
"video_fps": ""+refreshRate,
"is_custom": custom
})
}
return indexToAdd
}
function reinitialize() {
model = createModel()
// Add native refresh rate for all attached displays
var done = false
for (var displayIndex = 0; !done; displayIndex++) {
var refreshRate = SystemProperties.getRefreshRate(displayIndex);
if (refreshRate === 0) {
// Exceeded max count of displays
done = true
break
}
addRefreshRateOrdered(fpsListModel, refreshRate, qsTr("%1 FPS").arg(refreshRate), false)
}
var saved_fps = StreamingPreferences.fps
currentIndex = 0
var found = false
for (var i = 0; i < model.count; i++) {
var el_fps = parseInt(model.get(i).video_fps);
// Pick the highest value lesser or equal to the saved FPS
if (saved_fps >= el_fps) {
// Look for a matching frame rate
if (saved_fps === el_fps) {
currentIndex = i
found = true
break
}
}
// Persist the selected value
activated(currentIndex)
// If we didn't find one, add a custom frame rate for the current value
if (!found) {
currentIndex = addRefreshRateOrdered(model, saved_fps, qsTr("Custom (%1 FPS)").arg(saved_fps), true)
}
else {
addRefreshRateOrdered(model, "", qsTr("Custom"), true)
}
recalculateWidth()
lastIndexValue = currentIndex
}
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
reinitialize()
languageChanged.connect(reinitialize)
}
model: ListModel {
id: fpsListModel
// Other elements may be added at runtime
ListElement {
text: qsTr("30 FPS")
video_fps: "30"
is_custom: false
}
ListElement {
text: qsTr("60 FPS")
video_fps: "60"
is_custom: false
}
}
id: fpsComboBox
@@ -472,16 +652,11 @@ Flickable {
textRole: "text"
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
var selectedFps = parseInt(model.get(currentIndex).video_fps)
// Only modify the bitrate if the values actually changed
if (StreamingPreferences.fps !== selectedFps) {
StreamingPreferences.fps = selectedFps
StreamingPreferences.bitrateKbps = StreamingPreferences.getDefaultBitrate(StreamingPreferences.width,
StreamingPreferences.height,
StreamingPreferences.fps);
slider.value = StreamingPreferences.bitrateKbps
if (model.get(currentIndex).is_custom) {
customFpsDialog.open()
}
else {
updateBitrateForSelection()
}
}
}
@@ -510,7 +685,7 @@ Flickable {
stepSize: 500
from : 500
to: 150000
to: StreamingPreferences.unlockBitrate ? 500000 : 150000
snapMode: "SnapOnRelease"
width: Math.min(bitrateDesc.implicitWidth, parent.width)
@@ -519,6 +694,11 @@ Flickable {
bitrateTitle.text = qsTr("Video bitrate: %1 Mbps").arg(value / 1000.0)
StreamingPreferences.bitrateKbps = value
}
Component.onCompleted: {
// Refresh the text after translations change
languageChanged.connect(valueChanged)
}
}
Label {
@@ -531,28 +711,53 @@ Flickable {
}
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
function createModel() {
var model = Qt.createQmlObject('import QtQuick 2.0; ListModel {}', parent, '')
model.append({
text: qsTr("Fullscreen"),
val: StreamingPreferences.WM_FULLSCREEN
})
model.append({
text: qsTr("Borderless windowed"),
val: StreamingPreferences.WM_FULLSCREEN_DESKTOP
})
model.append({
text: qsTr("Windowed"),
val: StreamingPreferences.WM_WINDOWED
})
// Set the recommended option based on the OS
for (var i = 0; i < model.count; i++) {
var thisWm = model.get(i).val;
if (thisWm === StreamingPreferences.recommendedFullScreenMode) {
model.get(i).text += " " + qsTr("(Recommended)")
model.move(i, 0, 1)
break
}
}
return model
}
// This is used on initialization and upon retranslation
function reinitialize() {
if (!visible) {
// Do nothing if the control won't even be visible
return
}
// Set the recommended option based on the OS
for (var i = 0; i < windowModeListModel.count; i++) {
var thisWm = windowModeListModel.get(i).val;
if (thisWm === StreamingPreferences.recommendedFullScreenMode) {
windowModeListModel.get(i).text += qsTr(" (Recommended)")
windowModeListModel.move(i, 0, 1);
break
}
}
model = createModel()
currentIndex = 0
// Set the current value based on the saved preferences
var savedWm = StreamingPreferences.windowMode
for (var i = 0; i < windowModeListModel.count; i++) {
var thisWm = windowModeListModel.get(i).val;
for (var i = 0; i < model.count; i++) {
var thisWm = model.get(i).val;
if (savedWm === thisWm) {
currentIndex = i
break
@@ -562,28 +767,18 @@ Flickable {
activated(currentIndex)
}
Component.onCompleted: {
reinitialize()
languageChanged.connect(reinitialize)
}
id: windowModeComboBox
visible: SystemProperties.hasDesktopEnvironment
enabled: !SystemProperties.rendererAlwaysFullScreen
hoverEnabled: true
textRole: "text"
model: ListModel {
id: windowModeListModel
ListElement {
text: qsTr("Fullscreen")
val: StreamingPreferences.WM_FULLSCREEN
}
ListElement {
text: qsTr("Borderless windowed")
val: StreamingPreferences.WM_FULLSCREEN_DESKTOP
}
ListElement {
text: qsTr("Windowed")
val: StreamingPreferences.WM_WINDOWED
}
}
onActivated: {
StreamingPreferences.windowMode = windowModeListModel.get(currentIndex).val
StreamingPreferences.windowMode = model.get(currentIndex).val
}
ToolTip.delay: 1000
@@ -722,6 +917,46 @@ Flickable {
}
}
GroupBox {
id: hostSettingsGroupBox
width: (parent.width - (parent.leftPadding + parent.rightPadding))
padding: 12
title: "<font color=\"skyblue\">" + qsTr("Host Settings") + "</font>"
font.pointSize: 12
Column {
anchors.fill: parent
spacing: 5
CheckBox {
id: optimizeGameSettingsCheck
width: parent.width
text: qsTr("Optimize game settings for streaming")
font.pointSize: 12
checked: StreamingPreferences.gameOptimizations
onCheckedChanged: {
StreamingPreferences.gameOptimizations = checked
}
}
CheckBox {
id: quitAppAfter
width: parent.width
text: qsTr("Quit app on host PC after ending stream")
font.pointSize: 12
checked: StreamingPreferences.quitAppAfter
onCheckedChanged: {
StreamingPreferences.quitAppAfter = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: qsTr("This will close the app or game you are streaming when you end your stream. You will lose any unsaved progress!")
}
}
}
GroupBox {
id: uiSettingsGroupBox
width: (parent.width - (parent.leftPadding + parent.rightPadding))
@@ -809,10 +1044,10 @@ Flickable {
text: "한국어" // Korean
val: StreamingPreferences.LANG_KO
}
/* ListElement {
ListElement {
text: "Magyar" // Hungarian
val: StreamingPreferences.LANG_HU
} */
}
ListElement {
text: "Nederlands" // Dutch
val: StreamingPreferences.LANG_NL
@@ -821,17 +1056,17 @@ Flickable {
text: "Svenska" // Swedish
val: StreamingPreferences.LANG_SV
}
/* ListElement {
ListElement {
text: "Türkçe" // Turkish
val: StreamingPreferences.LANG_TR
} */
}
/* ListElement {
text: "Українська" // Ukrainian
val: StreamingPreferences.LANG_UK
} */
ListElement {
text: "繁体字" // Traditional Chinese
val: StreamingPreferences.LANG_ZH_HANT
text: "繁體中文" // Traditional Chinese
val: StreamingPreferences.LANG_ZH_TW
}
ListElement {
text: "Português" // Portuguese
@@ -853,6 +1088,30 @@ Flickable {
text: "हिन्दी, हिंदी" // Hindi
val: StreamingPreferences.LANG_HI
} */
ListElement {
text: "Język polski" // Polish
val: StreamingPreferences.LANG_PL
}
ListElement {
text: "Čeština" // Czech
val: StreamingPreferences.LANG_CS
}
/* ListElement {
text: "עִבְרִית" // Hebrew
val: StreamingPreferences.LANG_HE
} */
/* ListElement {
text: "کرمانجیی خواروو" // Central Kurdish
val: StreamingPreferences.LANG_CKB
} */
/* ListElement {
text: "Lietuvių kalba" // Lithuanian
val: StreamingPreferences.LANG_LT
} */
/* ListElement {
text: "Eesti" // Estonian
val: StreamingPreferences.LANG_ET
} */
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
@@ -867,6 +1126,9 @@ Flickable {
// Force the back operation to pop any AppView pages that exist.
// The AppView stops working after retranslate() for some reason.
window.clearOnBack = true
// Signal other controls to adjust their text
languageChanged()
}
}
}
@@ -1147,15 +1409,7 @@ Flickable {
font.pointSize: 12
checked: StreamingPreferences.swapFaceButtons
onCheckedChanged: {
// Check if the value changed (this is called on init too)
if (StreamingPreferences.swapFaceButtons !== checked) {
StreamingPreferences.swapFaceButtons = checked
// Save and restart SdlGamepadKeyNavigation so it can pull the new value
StreamingPreferences.save()
SdlGamepadKeyNavigation.disable()
SdlGamepadKeyNavigation.enable()
}
StreamingPreferences.swapFaceButtons = checked
}
ToolTip.delay: 1000
@@ -1212,46 +1466,6 @@ Flickable {
}
}
GroupBox {
id: hostSettingsGroupBox
width: (parent.width - (parent.leftPadding + parent.rightPadding))
padding: 12
title: "<font color=\"skyblue\">" + qsTr("Host Settings") + "</font>"
font.pointSize: 12
Column {
anchors.fill: parent
spacing: 5
CheckBox {
id: optimizeGameSettingsCheck
width: parent.width
text: qsTr("Optimize game settings for streaming")
font.pointSize: 12
checked: StreamingPreferences.gameOptimizations
onCheckedChanged: {
StreamingPreferences.gameOptimizations = checked
}
}
CheckBox {
id: quitAppAfter
width: parent.width
text: qsTr("Quit app on host PC after ending stream")
font.pointSize: 12
checked: StreamingPreferences.quitAppAfter
onCheckedChanged: {
StreamingPreferences.quitAppAfter = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: qsTr("This will close the app or game you are streaming when you end your stream. You will lose any unsaved progress!")
}
}
}
GroupBox {
id: advancedSettingsGroupBox
width: (parent.width - (parent.leftPadding + parent.rightPadding))
@@ -1288,7 +1502,6 @@ Flickable {
id: decoderComboBox
textRole: "text"
enabled: !enableHdr.checked
model: ListModel {
id: decoderListModel
ListElement {
@@ -1310,21 +1523,6 @@ Flickable {
StreamingPreferences.videoDecoderSelection = decoderListModel.get(currentIndex).val
}
}
// This handles the state of the enableHdr checkbox changing
onEnabledChanged: {
if (enabled) {
StreamingPreferences.videoDecoderSelection = decoderListModel.get(currentIndex).val
}
else {
StreamingPreferences.videoDecoderSelection = StreamingPreferences.VDS_AUTO
}
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered && !enabled
ToolTip.text: qsTr("Enabling HDR overrides manual decoder selections.")
}
Label {
@@ -1357,7 +1555,6 @@ Flickable {
id: codecComboBox
textRole: "text"
enabled: !enableHdr.checked
model: ListModel {
id: codecListModel
ListElement {
@@ -1372,6 +1569,10 @@ Flickable {
text: qsTr("HEVC (H.265)")
val: StreamingPreferences.VCC_FORCE_HEVC
}
ListElement {
text: qsTr("AV1 (Experimental)")
val: StreamingPreferences.VCC_FORCE_AV1
}
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
@@ -1379,21 +1580,6 @@ Flickable {
StreamingPreferences.videoCodecConfig = codecListModel.get(currentIndex).val
}
}
// This handles the state of the enableHdr checkbox changing
onEnabledChanged: {
if (enabled) {
StreamingPreferences.videoCodecConfig = codecListModel.get(currentIndex).val
}
else {
StreamingPreferences.videoCodecConfig = StreamingPreferences.VCC_FORCE_HEVC_HDR
}
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered && !enabled
ToolTip.text: qsTr("Enabling HDR overrides manual codec selections.")
}
CheckBox {
@@ -1401,8 +1587,12 @@ Flickable {
width: parent.width
text: qsTr("Enable HDR (Experimental)")
font.pointSize: 12
enabled: SystemProperties.supportsHdr
checked: enabled && StreamingPreferences.videoCodecConfig == StreamingPreferences.VCC_FORCE_HEVC_HDR
checked: enabled && StreamingPreferences.enableHdr
onCheckedChanged: {
StreamingPreferences.enableHdr = checked
}
// Updating StreamingPreferences.videoCodecConfig is handled above
@@ -1416,22 +1606,50 @@ Flickable {
}
CheckBox {
id: unlockUnsupportedFps
id: enableYUV444
width: parent.width
text: qsTr("Unlock unsupported FPS options")
text: qsTr("Enable YUV 4:4:4 (Experimental)")
font.pointSize: 12
checked: StreamingPreferences.unsupportedFps
onCheckedChanged: {
// This is called on init, so only do the work if we've
// actually changed the value.
if (StreamingPreferences.unsupportedFps != checked) {
StreamingPreferences.unsupportedFps = checked
// The selectable FPS values depend on whether
// this option is enabled or not
fpsComboBox.reinitialize()
checked: StreamingPreferences.enableYUV444
onCheckedChanged: {
// This is called on init, so only reset to default bitrate when checked state changes.
if (StreamingPreferences.enableYUV444 != checked) {
StreamingPreferences.enableYUV444 = checked
StreamingPreferences.bitrateKbps = StreamingPreferences.getDefaultBitrate(StreamingPreferences.width,
StreamingPreferences.height,
StreamingPreferences.fps,
StreamingPreferences.enableYUV444);
slider.value = StreamingPreferences.bitrateKbps
}
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: enabled ?
qsTr("Good for streaming desktop and text-heavy games, but not recommended for fast-paced games.")
:
qsTr("YUV 4:4:4 is not supported on this PC.")
}
CheckBox {
id: unlockBitrate
width: parent.width
text: qsTr("Unlock bitrate limit (Experimental)")
font.pointSize: 12
checked: StreamingPreferences.unlockBitrate
onCheckedChanged: {
StreamingPreferences.unlockBitrate = checked
StreamingPreferences.bitrateKbps = Math.min(StreamingPreferences.bitrateKbps, slider.to)
slider.value = StreamingPreferences.bitrateKbps
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: qsTr("This unlocks extremely high video bitrates for use with Sunshine hosts. It should only be used when streaming over an Ethernet LAN connection.")
}
CheckBox {
@@ -1446,10 +1664,6 @@ Flickable {
if (StreamingPreferences.enableMdns != checked) {
StreamingPreferences.enableMdns = checked
// We must save the updated preference to ensure
// ComputerManager can observe the change internally.
StreamingPreferences.save()
// Restart polling so the mDNS change takes effect
if (window.pollingActive) {
ComputerManager.stopPollingAsync()
@@ -1466,17 +1680,27 @@ Flickable {
font.pointSize: 12
checked: StreamingPreferences.detectNetworkBlocking
onCheckedChanged: {
// This is called on init, so only do the work if we've
// actually changed the value.
if (StreamingPreferences.detectNetworkBlocking != checked) {
StreamingPreferences.detectNetworkBlocking = checked
// We must save the updated preference to ensure
// ComputerManager can observe the change internally.
StreamingPreferences.save()
}
StreamingPreferences.detectNetworkBlocking = checked
}
}
CheckBox {
id: showPerformanceOverlay
width: parent.width
text: qsTr("Show performance stats while streaming")
font.pointSize: 12
checked: StreamingPreferences.showPerformanceOverlay
onCheckedChanged: {
StreamingPreferences.showPerformanceOverlay = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: qsTr("Display real-time stream performance information while streaming.") + "\n\n" +
qsTr("You can toggle it at any time while streaming using Ctrl+Alt+Shift+S or Select+L1+R1+X.") + "\n\n" +
qsTr("The performance overlay is not supported on Steam Link or Raspberry Pi.")
}
}
}
}
+5 -3
View File
@@ -45,6 +45,7 @@ Item {
{
// Display the error dialog after Session::exec() returns
streamSegueErrorDialog.text = text
console.error(text)
}
function displayLaunchWarning(text)
@@ -56,6 +57,7 @@ Item {
toast.text = text
toast.timeout = 3000
toast.visible = true
console.warn(text)
}
function quitStarting()
@@ -74,7 +76,7 @@ Item {
streamSegueErrorDialog.text += "\n\n" + qsTr("This PC's Internet connection is blocking Moonlight. Streaming over the Internet may not work while connected to this network.")
}
// Enable GUI gamepad usage now
// Re-enable GUI gamepad usage now
SdlGamepadKeyNavigation.enable()
if (quitAfter) {
@@ -117,7 +119,7 @@ Item {
// Show the toolbar again when popped off the stack
toolBar.visible = true
// Enable GUI gamepad usage now
// Re-enable GUI gamepad usage now
SdlGamepadKeyNavigation.enable()
}
@@ -174,7 +176,7 @@ Item {
gc()
// Run the streaming session to completion
session.exec(Screen.virtualX, Screen.virtualY)
session.exec(Window.window)
}
sourceComponent: Item {}
+52 -19
View File
@@ -2,8 +2,6 @@
#include <QThreadPool>
#include <random>
ComputerModel::ComputerModel(QObject* object)
: QAbstractListModel(object) {}
@@ -44,6 +42,46 @@ QVariant ComputerModel::data(const QModelIndex& index, int role) const
return computer->state == NvComputer::CS_UNKNOWN;
case ServerSupportedRole:
return computer->isSupportedServerVersion;
case DetailsRole: {
QString state, pairState;
switch (computer->state) {
case NvComputer::CS_ONLINE:
state = tr("Online");
break;
case NvComputer::CS_OFFLINE:
state = tr("Offline");
break;
default:
state = tr("Unknown");
break;
}
switch (computer->pairState) {
case NvComputer::PS_PAIRED:
pairState = tr("Paired");
break;
case NvComputer::PS_NOT_PAIRED:
pairState = tr("Unpaired");
break;
default:
pairState = tr("Unknown");
break;
}
return tr("Name: %1").arg(computer->name) + '\n' +
tr("Status: %1").arg(state) + '\n' +
tr("Active Address: %1").arg(computer->activeAddress.toString()) + '\n' +
tr("UUID: %1").arg(computer->uuid) + '\n' +
tr("Local Address: %1").arg(computer->localAddress.toString()) + '\n' +
tr("Remote Address: %1").arg(computer->remoteAddress.toString()) + '\n' +
tr("IPv6 Address: %1").arg(computer->ipv6Address.toString()) + '\n' +
tr("Manual Address: %1").arg(computer->manualAddress.toString()) + '\n' +
tr("MAC Address: %1").arg(computer->macAddress.isEmpty() ? tr("Unknown") : QString(computer->macAddress.toHex(':'))) + '\n' +
tr("Pair State: %1").arg(pairState) + '\n' +
tr("Running Game ID: %1").arg(computer->state == NvComputer::CS_ONLINE ? QString::number(computer->currentGameId) : tr("Unknown")) + '\n' +
tr("HTTPS Port: %1").arg(computer->state == NvComputer::CS_ONLINE ? QString::number(computer->activeHttpsPort) : tr("Unknown"));
}
default:
return QVariant();
}
@@ -71,6 +109,7 @@ QHash<int, QByteArray> ComputerModel::roleNames() const
names[WakeableRole] = "wakeable";
names[StatusUnknownRole] = "statusUnknown";
names[ServerSupportedRole] = "serverSupported";
names[DetailsRole] = "details";
return names;
}
@@ -140,14 +179,9 @@ void ComputerModel::renameComputer(int computerIndex, QString name)
m_ComputerManager->renameHost(m_Computers[computerIndex], name);
}
// TODO: Use QRandomGenerator when we drop Qt 5.9 support
QString ComputerModel::generatePinString()
{
std::uniform_int_distribution<int> dist(0, 9999);
std::random_device rd;
std::mt19937 engine(rd());
return QString::asprintf("%04u", dist(engine));
return m_ComputerManager->generatePinString();
}
class DeferredTestConnectionTask : public QObject, public QRunnable
@@ -193,19 +227,18 @@ void ComputerModel::handlePairingCompleted(NvComputer*, QString error)
void ComputerModel::handleComputerStateChanged(NvComputer* computer)
{
// If this is an existing computer, we can report the data changed
int index = m_Computers.indexOf(computer);
if (index >= 0) {
// Let the view know that this specific computer changed
emit dataChanged(createIndex(index, 0), createIndex(index, 0));
QVector<NvComputer*> newComputerList = m_ComputerManager->getComputers();
// Reset the model if the structural layout of the list has changed
if (m_Computers != newComputerList) {
beginResetModel();
m_Computers = newComputerList;
endResetModel();
}
else {
// This is a new PC which may be inserted at an arbitrary point
// in our computer list (since it comes from CM's QMap). Reload
// the whole model state to ensure it stays consistent.
beginResetModel();
m_Computers = m_ComputerManager->getComputers();
endResetModel();
// Let the view know that this specific computer changed
int index = m_Computers.indexOf(computer);
emit dataChanged(createIndex(index, 0), createIndex(index, 0));
}
}
+2 -1
View File
@@ -15,7 +15,8 @@ class ComputerModel : public QAbstractListModel
BusyRole,
WakeableRole,
StatusUnknownRole,
ServerSupportedRole
ServerSupportedRole,
DetailsRole
};
public:
+73 -49
View File
@@ -2,6 +2,7 @@ import QtQuick 2.9
import QtQuick.Controls 2.2
import QtQuick.Layouts 1.3
import QtQuick.Window 2.2
import QtQuick.Controls.Material 2.2
import ComputerManager 1.0
import AutoUpdateChecker 1.0
@@ -18,17 +19,53 @@ ApplicationWindow {
property bool clearOnBack: false
id: window
visible: true
width: 1280
height: 600
visibility: {
// This function runs prior to creation of the initial StackView item
function doEarlyInit() {
// Override the background color to Material 2 colors for Qt 6.5+
// in order to improve contrast between GFE's placeholder box art
// and the background of the app grid.
if (SystemProperties.usesMaterial3Theme) {
Material.background = "#303030"
}
SdlGamepadKeyNavigation.enable()
}
Component.onCompleted: {
// Show the window according to the user's preferences
if (SystemProperties.hasDesktopEnvironment) {
if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_WINDOWED) return "Windowed"
else if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_MAXIMIZED) return "Maximized"
else if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_FULLSCREEN) return "FullScreen"
if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_MAXIMIZED) {
window.showMaximized()
}
else if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_FULLSCREEN) {
window.showFullScreen()
}
else {
window.show()
}
} else {
return "FullScreen"
window.showFullScreen()
}
// Display any modal dialogs for configuration warnings
if (SystemProperties.isWow64) {
wow64Dialog.open()
}
else if (!SystemProperties.hasHardwareAcceleration) {
if (SystemProperties.isRunningXWayland) {
xWaylandDialog.open()
}
else {
noHwDecoderDialog.open()
}
}
if (SystemProperties.unmappedGamepads) {
unmappedGamepadDialog.unmappedGamepads = SystemProperties.unmappedGamepads
unmappedGamepadDialog.open()
}
}
@@ -49,10 +86,16 @@ ApplicationWindow {
StackView {
id: stackView
initialItem: initialView
anchors.fill: parent
focus: true
Component.onCompleted: {
// Perform our early initialization before constructing
// the initial view and pushing it to the StackView
doEarlyInit()
push(initialView)
}
onCurrentItemChanged: {
// Ensure focus travels to the next view when going back
if (currentItem) {
@@ -126,6 +169,9 @@ ApplicationWindow {
pollingActive = true
}
}
// Poll for gamepad input only when the window is in focus
SdlGamepadKeyNavigation.notifyWindowFocus(visible && active)
}
onActiveChanged: {
@@ -144,47 +190,25 @@ ApplicationWindow {
// if focus does not return within a few minutes.
inactivityTimer.restart()
}
// Poll for gamepad input only when the window is in focus
SdlGamepadKeyNavigation.notifyWindowFocus(visible && active)
}
property bool initialized: false
// BUG: Using onAfterSynchronizing: here causes very strange
// failures on Linux. Many shaders fail to compile and we
// eventually segfault deep inside the Qt OpenGL code.
onAfterRendering: {
// We use this callback to trigger dialog display because
// it only happens once the window is fully constructed.
// Doing it earlier can lead to the dialog appearing behind
// the window or otherwise without input focus.
if (!initialized) {
// Set initialized before calling anything else, because
// pumping the event loop can cause us to get another
// onAfterRendering call and potentially reenter this code.
initialized = true;
if (SystemProperties.isWow64) {
wow64Dialog.open()
}
else if (!SystemProperties.hasHardwareAcceleration) {
if (SystemProperties.isRunningXWayland) {
xWaylandDialog.open()
}
else {
noHwDecoderDialog.open()
}
}
if (SystemProperties.unmappedGamepads) {
unmappedGamepadDialog.unmappedGamepads = SystemProperties.unmappedGamepads
unmappedGamepadDialog.open()
}
}
// Workaround for lack of instanceof in Qt 5.9.
//
// Based on https://stackoverflow.com/questions/13923794/how-to-do-a-is-a-typeof-or-instanceof-in-qml
function qmltypeof(obj, className) { // QtObject, string -> bool
// className plus "(" is the class instance without modification
// className plus "_QML" is the class instance with user-defined properties
var str = obj.toString();
return str.startsWith(className + "(") || str.startsWith(className + "_QML");
}
function navigateTo(url, objectName)
function navigateTo(url, objectType)
{
var existingItem = stackView.find(function(item, index) {
return item.objectName === objectName
return qmltypeof(item, objectType)
})
if (existingItem !== null) {
@@ -251,7 +275,7 @@ ApplicationWindow {
Label {
id: versionLabel
visible: stackView.currentItem.objectName === qsTr("Settings")
visible: qmltypeof(stackView.currentItem, "SettingsView")
text: qsTr("Version %1").arg(SystemProperties.versionString)
font.pointSize: 12
horizontalAlignment: Qt.AlignRight
@@ -261,9 +285,9 @@ ApplicationWindow {
NavigableToolButton {
id: discordButton
visible: SystemProperties.hasBrowser &&
stackView.currentItem.objectName === qsTr("Settings")
qmltypeof(stackView.currentItem, "SettingsView")
iconSource: "qrc:/res/Discord-Logo-White.svg"
iconSource: "qrc:/res/discord.svg"
ToolTip.delay: 1000
ToolTip.timeout: 3000
@@ -280,7 +304,7 @@ ApplicationWindow {
NavigableToolButton {
id: addPcButton
visible: stackView.currentItem.objectName === qsTr("Computers")
visible: qmltypeof(stackView.currentItem, "PcView")
iconSource: "qrc:/res/ic_add_to_queue_white_48px.svg"
@@ -378,7 +402,7 @@ ApplicationWindow {
iconSource: "qrc:/res/ic_videogame_asset_white_48px.svg"
onClicked: navigateTo("qrc:/gui/GamepadMapper.qml", qsTr("Gamepad Mapping"))
onClicked: navigateTo("qrc:/gui/GamepadMapper.qml", "GamepadMapper")
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
@@ -390,7 +414,7 @@ ApplicationWindow {
iconSource: "qrc:/res/settings.svg"
onClicked: navigateTo("qrc:/gui/SettingsView.qml", qsTr("Settings"))
onClicked: navigateTo("qrc:/gui/SettingsView.qml", "SettingsView")
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
@@ -478,7 +502,7 @@ ApplicationWindow {
NavigableDialog {
id: addPcDialog
property string label: qsTr("Enter the IP address of your GameStream PC:")
property string label: qsTr("Enter the IP address of your host PC:")
standardButtons: Dialog.Ok | Dialog.Cancel
+85 -95
View File
@@ -4,15 +4,16 @@
#include <QGuiApplication>
#include <QWindow>
#include "settings/streamingpreferences.h"
#include "settings/mappingmanager.h"
#define AXIS_NAVIGATION_REPEAT_DELAY 150
SdlGamepadKeyNavigation::SdlGamepadKeyNavigation()
: m_Enabled(false),
SdlGamepadKeyNavigation::SdlGamepadKeyNavigation(StreamingPreferences* prefs)
: m_Prefs(prefs),
m_Enabled(false),
m_UiNavMode(false),
m_FirstPoll(false),
m_HasFocus(false),
m_LastAxisNavigationEventTime(0)
{
m_PollingTimer = new QTimer(this);
@@ -36,7 +37,7 @@ void SdlGamepadKeyNavigation::enable()
// arrival events. Additionally, there's a race condition between
// our QML objects being destroyed and SDL being deinitialized that
// this solves too.
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_GAMEPAD))) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
SDL_GetError());
@@ -51,25 +52,23 @@ void SdlGamepadKeyNavigation::enable()
// overlapping lifetimes of SdlGamepadKeyNavigation instances, so we
// will attach ourselves.
SDL_PumpEvents();
SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
SDL_FlushEvent(SDL_EVENT_GAMEPAD_ADDED);
// Open all currently attached game controllers
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
SDL_GameController* gc = SDL_GameControllerOpen(i);
if (gc != nullptr) {
m_Gamepads.append(gc);
}
int numGamepads = 0;
SDL_JoystickID* gamepads = SDL_GetGamepads(&numGamepads);
for (int i = 0; i < numGamepads; i++) {
SDL_Gamepad * gc = SDL_OpenGamepad(i);
if (gc != nullptr) {
m_Gamepads.append(gc);
}
}
// Flush events on the first poll
m_FirstPoll = true;
// Poll every 50 ms for a new joystick event
m_PollingTimer->start(50);
SDL_free(gamepads);
m_Enabled = true;
// Start the polling timer if the window is focused
updateTimerState();
}
void SdlGamepadKeyNavigation::disable()
@@ -78,68 +77,73 @@ void SdlGamepadKeyNavigation::disable()
return;
}
m_PollingTimer->stop();
m_Enabled = false;
updateTimerState();
Q_ASSERT(!m_PollingTimer->isActive());
while (!m_Gamepads.isEmpty()) {
SDL_GameControllerClose(m_Gamepads[0]);
SDL_CloseGamepad(m_Gamepads[0]);
m_Gamepads.removeAt(0);
}
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
}
m_Enabled = false;
void SdlGamepadKeyNavigation::notifyWindowFocus(bool hasFocus)
{
m_HasFocus = hasFocus;
updateTimerState();
}
void SdlGamepadKeyNavigation::onPollingTimerFired()
{
SDL_Event event;
StreamingPreferences prefs;
// Discard any pending button events on the first poll to avoid picking up
// stale input data from the stream session (like the quit combo).
if (m_FirstPoll) {
SDL_PumpEvents();
SDL_FlushEvent(SDL_CONTROLLERBUTTONDOWN);
SDL_FlushEvent(SDL_CONTROLLERBUTTONUP);
SDL_FlushEvent(SDL_EVENT_GAMEPAD_BUTTON_DOWN);
SDL_FlushEvent(SDL_EVENT_GAMEPAD_BUTTON_UP);
m_FirstPoll = false;
}
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
case SDL_EVENT_QUIT :
// SDL may send us a quit event since we initialize
// the video subsystem on startup. If we get one,
// forward it on for Qt to take care of.
QCoreApplication::instance()->quit();
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
case SDL_EVENT_GAMEPAD_BUTTON_DOWN :
case SDL_EVENT_GAMEPAD_BUTTON_UP :
{
QEvent::Type type =
event.type == SDL_CONTROLLERBUTTONDOWN ?
event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ?
QEvent::Type::KeyPress : QEvent::Type::KeyRelease;
// Swap face buttons if needed
if (prefs.swapFaceButtons) {
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_A:
event.cbutton.button = SDL_CONTROLLER_BUTTON_B;
if (m_Prefs->swapFaceButtons) {
switch (event.gbutton.button) {
case SDL_GAMEPAD_BUTTON_SOUTH :
event.gbutton.button = SDL_GAMEPAD_BUTTON_EAST;
break;
case SDL_CONTROLLER_BUTTON_B:
event.cbutton.button = SDL_CONTROLLER_BUTTON_A;
case SDL_GAMEPAD_BUTTON_EAST :
event.gbutton.button = SDL_GAMEPAD_BUTTON_SOUTH;
break;
case SDL_CONTROLLER_BUTTON_X:
event.cbutton.button = SDL_CONTROLLER_BUTTON_Y;
case SDL_GAMEPAD_BUTTON_WEST :
event.gbutton.button = SDL_GAMEPAD_BUTTON_NORTH;
break;
case SDL_CONTROLLER_BUTTON_Y:
event.cbutton.button = SDL_CONTROLLER_BUTTON_X;
case SDL_GAMEPAD_BUTTON_NORTH :
event.gbutton.button = SDL_GAMEPAD_BUTTON_WEST;
break;
}
}
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_DPAD_UP:
switch (event.gbutton.button) {
case SDL_GAMEPAD_BUTTON_DPAD_UP :
if (m_UiNavMode) {
// Back-tab
sendKey(type, Qt::Key_Tab, Qt::ShiftModifier);
@@ -148,7 +152,7 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
sendKey(type, Qt::Key_Up);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
case SDL_GAMEPAD_BUTTON_DPAD_DOWN :
if (m_UiNavMode) {
sendKey(type, Qt::Key_Tab);
}
@@ -156,13 +160,13 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
sendKey(type, Qt::Key_Down);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
case SDL_GAMEPAD_BUTTON_DPAD_LEFT :
sendKey(type, Qt::Key_Left);
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT :
sendKey(type, Qt::Key_Right);
break;
case SDL_CONTROLLER_BUTTON_A:
case SDL_GAMEPAD_BUTTON_SOUTH :
if (m_UiNavMode) {
sendKey(type, Qt::Key_Space);
}
@@ -170,14 +174,14 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
sendKey(type, Qt::Key_Return);
}
break;
case SDL_CONTROLLER_BUTTON_B:
case SDL_GAMEPAD_BUTTON_EAST :
sendKey(type, Qt::Key_Escape);
break;
case SDL_CONTROLLER_BUTTON_X:
case SDL_GAMEPAD_BUTTON_WEST :
sendKey(type, Qt::Key_Menu);
break;
case SDL_CONTROLLER_BUTTON_Y:
case SDL_CONTROLLER_BUTTON_START:
case SDL_GAMEPAD_BUTTON_NORTH :
case SDL_GAMEPAD_BUTTON_START :
// HACK: We use this keycode to inform main.qml
// to show the settings when Key_Menu is handled
// by the control in focus.
@@ -188,19 +192,37 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
}
break;
}
case SDL_CONTROLLERDEVICEADDED:
SDL_GameController* gc = SDL_GameControllerOpen(event.cdevice.which);
case SDL_EVENT_GAMEPAD_ADDED :
#if SDL_VERSION_ATLEAST(3, 0, 0)
SDL_Gamepad* gc = SDL_OpenGamepad(event.gdevice.which);
if (gc != nullptr) {
SDL_assert(!m_Gamepads.contains(gc));
m_Gamepads.append(gc);
}
#else
SDL_Gamepad* gc = SDL_GameControllerOpen(event.cdevice.which);
if (gc != nullptr) {
// SDL_CONTROLLERDEVICEADDED can be reported multiple times for the same
// gamepad in rare cases, because SDL2 doesn't fixup the device index in
// the SDL_CONTROLLERDEVICEADDED event if an unopened gamepad disappears
// before we've processed the add event.
if (!m_Gamepads.contains(gc)) {
m_Gamepads.append(gc);
}
else {
// We already have this game controller open
SDL_CloseGamepad(gc);
}
}
#endif
break;
}
}
// Handle analog sticks by polling
for (auto gc : m_Gamepads) {
short leftX = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_LEFTX);
short leftY = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_LEFTY);
short leftX = SDL_GetGamepadAxis(gc, SDL_GAMEPAD_AXIS_LEFTX);
short leftY = SDL_GetGamepadAxis(gc, SDL_GAMEPAD_AXIS_LEFTY);
if (SDL_GetTicks() - m_LastAxisNavigationEventTime < AXIS_NAVIGATION_REPEAT_DELAY) {
// Do nothing
}
@@ -239,31 +261,6 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
sendKey(QEvent::Type::KeyRelease, Qt::Key_Right);
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
// In UI navigation mode (settings page), use the right stick to scroll
if (m_UiNavMode) {
short rightX = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_RIGHTX);
short rightY = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_RIGHTY);
QPoint wheelDelta;
if (rightX > 30000) {
wheelDelta.setX(30);
}
else if (rightX < -30000) {
wheelDelta.setX(-30);
}
if (rightY > 30000) {
wheelDelta.setY(-30);
}
else if (rightY < -30000) {
wheelDelta.setY(30);
}
if (!wheelDelta.isNull()) {
sendWheel(wheelDelta);
}
}
}
}
@@ -277,19 +274,17 @@ void SdlGamepadKeyNavigation::sendKey(QEvent::Type type, Qt::Key key, Qt::Keyboa
}
}
void SdlGamepadKeyNavigation::sendWheel(QPoint& angleDelta)
void SdlGamepadKeyNavigation::updateTimerState()
{
QGuiApplication* app = static_cast<QGuiApplication*>(QGuiApplication::instance());
QWindow* focusWindow = app->focusWindow();
if (focusWindow != nullptr) {
QPoint mousePos(focusWindow->width() / 2, focusWindow->height() / 2);
QPoint globalPos(focusWindow->mapToGlobal(mousePos));
#if QT_VERSION >= QT_VERSION_CHECK(5, 12, 0)
QWheelEvent wheelEvent(mousePos, globalPos, QPoint(), angleDelta, Qt::NoButton, Qt::NoModifier, Qt::NoScrollPhase, false, Qt::MouseEventSynthesizedByApplication);
#else
QWheelEvent wheelEvent(mousePos, globalPos, QPoint(), angleDelta, angleDelta.y(), Qt::Vertical, Qt::NoButton, Qt::NoModifier, Qt::NoScrollPhase, Qt::MouseEventSynthesizedByApplication, false);
#endif
app->sendEvent(focusWindow, &wheelEvent);
if (m_PollingTimer->isActive() && (!m_HasFocus || !m_Enabled)) {
m_PollingTimer->stop();
}
else if (!m_PollingTimer->isActive() && m_HasFocus && m_Enabled) {
// Flush events on the first poll
m_FirstPoll = true;
// Poll every 50 ms for a new joystick event
m_PollingTimer->start(50);
}
}
@@ -303,11 +298,6 @@ int SdlGamepadKeyNavigation::getConnectedGamepads()
Q_ASSERT(m_Enabled);
int count = 0;
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
count++;
}
}
SDL_free(SDL_GetGamepads(&count));
return count;
}
+11 -4
View File
@@ -3,14 +3,16 @@
#include <QTimer>
#include <QEvent>
#include <SDL.h>
#include "SDL_compat.h"
#include "settings/streamingpreferences.h"
class SdlGamepadKeyNavigation : public QObject
{
Q_OBJECT
public:
SdlGamepadKeyNavigation();
SdlGamepadKeyNavigation(StreamingPreferences* prefs);
~SdlGamepadKeyNavigation();
@@ -18,22 +20,27 @@ public:
Q_INVOKABLE void disable();
Q_INVOKABLE void notifyWindowFocus(bool hasFocus);
Q_INVOKABLE void setUiNavMode(bool settingsMode);
Q_INVOKABLE int getConnectedGamepads();
private:
void sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers = Qt::NoModifier);
void sendWheel(QPoint& angleDelta);
void updateTimerState();
private slots:
void onPollingTimerFired();
private:
StreamingPreferences* m_Prefs;
QTimer* m_PollingTimer;
QList<SDL_GameController*> m_Gamepads;
QList<SDL_Gamepad*> m_Gamepads;
bool m_Enabled;
bool m_UiNavMode;
bool m_FirstPoll;
bool m_HasFocus;
Uint32 m_LastAxisNavigationEventTime;
};
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