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126 Commits
Author SHA1 Message Date
Cameron Gutman 12526bfca4 Version 1.1.1 2019-09-29 22:11:39 -07:00
Cameron Gutman 3e2c344140 Display the Moonlight icon in Discord Rich Presence info 2019-09-29 22:06:12 -07:00
Cameron Gutman 33730dd584 Display the update tooltip on launch if an update is available 2019-09-29 21:32:24 -07:00
Cameron Gutman 1cb03b1882 Add padding to app labels 2019-09-29 21:26:07 -07:00
Cameron Gutman 2f0a6db414 Add hacks for SDL+Mutter interaction bugs 2019-09-29 21:05:31 -07:00
Cameron Gutman a42328d971 Use VSWhere to locate Visual Studio and redistributables 2019-09-29 15:01:53 -07:00
Cameron Gutman 96ff51d598 Use SDL audio for platforms that libsoundio doesn't support 2019-09-22 12:03:53 -07:00
Cameron Gutman 7c3d3af681 Fix control stream connection error on multi-homed hosts 2019-09-14 14:08:38 -07:00
Cameron Gutman 6942bca5a7 Link to download page from download badge 2019-08-25 23:24:34 -07:00
Cameron Gutman 9eac9a190e Add Downloads badge 2019-08-25 23:20:55 -07:00
Cameron Gutman 40e4fbd9a6 Update common-c for parallel STUN requests 2019-08-20 19:05:54 -07:00
Cameron Gutman 7b6996ed80 Add a little help to the build scripts 2019-08-13 18:07:42 -07:00
Cameron Gutman ef2827a9d8 Update common-c for STUN fallback 2019-08-07 23:14:07 -07:00
Cameron Gutman dbf98ce3a6 Require keyframes even for software H.264 decoding 2019-08-07 22:38:31 -07:00
Cameron Gutman ee7cb5123d Add NVDEC to list of supported video acceleration APIs 2019-08-05 18:31:38 -07:00
Cameron Gutman 77e1d6ab8a Version 1.1 2019-08-05 18:28:26 -07:00
Cameron Gutman 1640bed7a5 Improve reliability of mDNS discovery 2019-08-04 18:04:33 -07:00
Cameron Gutman c6fd5cbbce Update common-c to fix high quality surround sound over the Internet 2019-08-04 15:15:51 -07:00
Cameron Gutman 5288041da5 Prevent us from consuming more than 4 samples per write callback to bound latency 2019-08-03 12:47:44 -07:00
Cameron Gutman a848fb1dd1 Add Steam Link to Travis CI 2019-08-02 21:31:07 -07:00
Cameron Gutman 172945434c Build the full DMG on Travis CI 2019-08-02 20:52:23 -07:00
Cameron Gutman a0967e0281 Fix building a dmg with no code signing identities 2019-08-02 20:40:20 -07:00
Cameron Gutman deab717c73 Remove AppVeyor OpenSSL hack 2019-08-02 20:21:10 -07:00
Cameron Gutman 5db5a088ea Fix NVDEC artifacts if the renderer is delayed for a bit 2019-08-01 20:25:58 -07:00
Cameron Gutman 5e106d2f19 Only store the local address from mDNS if it actually worked 2019-07-31 22:16:11 -07:00
Cameron Gutman 940da6bc73 Fix discovery of IPv6-only hosts 2019-07-31 22:07:20 -07:00
Cameron Gutman d110bff253 Update qmdnsengine to improve reliability of mDNS on multi-homed systems 2019-07-31 22:03:27 -07:00
Cameron Gutman 4caa329c36 Update Windows to SDL 2.0.10 with USE_D3D9EX 2019-07-28 12:01:12 -07:00
Cameron Gutman 7c7d279337 Update SDL_GameControllerDB to dca1a629d9e094baa17fff8ba1642cabc6125eed 2019-07-26 16:43:20 -04:00
Cameron Gutman 831e6ee76d Update moonlight-common-c to fix termination error code on GFE 3.19.0.107 2019-07-26 16:43:20 -04:00
Cameron Gutman b01842ad02 Update macOS to SDL 2.0.10 2019-07-26 16:43:20 -04:00
Cameron Gutman 7acf91883a Rework audio renderer selection to fall back and treat ML_AUDIO as a hard selection 2019-07-26 12:50:45 -04:00
Cameron Gutman 897f6fdd3e Improve handling of IPv6-only cases 2019-07-15 01:07:31 -07:00
Cameron Gutman 6f9c3fbc38 Add support for zero configuration IPv6 streaming 2019-07-14 17:56:57 -07:00
Cameron Gutman bcbd1a5b4b Fix subsystem print in VAAPI 2019-07-07 15:41:26 -07:00
Cameron Gutman 6468efd7e4 Add VAAPI DRM support 2019-07-07 15:32:38 -07:00
Cameron Gutman 66863789c7 Update common-c for compatibility with legacy servers 2019-07-05 22:52:42 -07:00
Cameron Gutman b30058fc29 Fix pairing to Gen 3-5 servers 2019-07-05 21:04:04 -07:00
Cameron Gutman a41cd0b070 Generate SHA-256 client certificates instead of SHA-1 2019-07-05 20:57:21 -07:00
Cameron Gutman ea8b905f02 Missed a call to SDL_SetRelativeMouseMode 2019-07-02 22:39:09 -07:00
Cameron Gutman 16b301236b Add a mouse capture fallback if SDL_SetRelativeMouseMode() fails 2019-07-02 22:17:38 -07:00
Cameron Gutman 22162dda83 Fix runtime SDL version report 2019-06-30 18:48:11 -07:00
Cameron Gutman 024af89be3 Add an option to disable the gamepad mouse button toggle 2019-06-29 18:24:59 -07:00
Cameron Gutman e1a697658e Add Discord Rich Presence for macOS 2019-06-29 17:55:21 -07:00
Cameron Gutman 0a5051f959 Add Discord Rich Presence integration for Windows 2019-06-29 17:40:30 -07:00
Cameron Gutman 82b6b60b31 Take advantage of SDL 2.0.10 bugfixes and new APIs. Fixes #133 2019-06-29 16:08:04 -07:00
Cameron Gutman 06b3c3636a Print compile-time and run-time SDL versions 2019-06-29 15:43:45 -07:00
Cameron Gutman e5712a9474 Move dylibs into the Frameworks folder in the app bundle 2019-06-29 15:39:20 -07:00
Cameron Gutman 6ff845c53b Use borderless windowed mode as the default on macOS. Fixes #246 2019-06-29 14:58:27 -07:00
Cameron Gutman 1c225ed04d Use CUDA acceleration if other hwaccels are unavailable 2019-06-26 21:54:29 -07:00
Cameron Gutman 612b738968 Use the preferred sw_format when reading frames back 2019-06-26 21:25:41 -07:00
Cameron Gutman 87356ef594 Add CUDA acceleration support 2019-06-26 21:02:33 -07:00
Cameron Gutman 20a4dfa6d6 Update bug report template 2019-06-25 21:41:02 -07:00
Cameron Gutman 524cc97f51 Use borderless windowed mode when toggling to full-screen from an initially windowed stream. Fixes #248 2019-06-23 13:29:57 -07:00
Cameron Gutman fc849fb51a Switch back to SDL for audio on Linux. Fixes #245 2019-06-23 13:16:00 -07:00
Cameron Gutman c88651939a Re-add latency bounding on the SDL audio renderer 2019-06-23 13:14:55 -07:00
Cameron Gutman 01254f67f0 Allow audio renderers to specify capabilities 2019-06-23 12:49:37 -07:00
Cameron Gutman 212ed33b21 Block Optimus from using the dGPU due to driver bugs. Fixes #240. Fixes #235 2019-06-22 19:49:05 -07:00
Cameron Gutman bd3f8aef21 Remove OpenSSL 1.0.2 for Qt 5.12.4/5.13 2019-06-18 19:54:35 -07:00
Cameron Gutman 3785acea29 Update to OpenSSL 1.1.1c in preparation for Qt 5.12.4/5.13 2019-06-16 15:20:04 -07:00
Cameron Gutman 866e2f1762 Version 1.0.1 2019-05-27 09:31:01 -07:00
Cameron Gutman 0a705d6752 Fix video on GFE 3.19 2019-05-27 02:24:55 -07:00
Cameron Gutman 4f74fd5354 Fix uninitialized variables and a race condition with CVDisplayLinkStart() 2019-05-21 09:09:16 -07:00
Cameron Gutman 3df9a5d01c Version 1.0.0 2019-05-21 00:14:12 -07:00
Cameron Gutman 2682829bd3 Fix Steam Link audio latency cap 2019-05-20 23:57:27 -07:00
Cameron Gutman 30cfa2607d Hide mouse cursor after streaming on Steam Link 2019-05-19 17:43:46 -07:00
Cameron Gutman 4467c2e6ad Update SDL_GameControllerDB 2019-05-19 13:46:05 -07:00
Cameron Gutman 2c0e8a0ddf Send WoL packet to 48002 and 48010 to workaround ISP blocking of 7 and 9 2019-05-19 13:36:05 -07:00
Cameron Gutman 4c17f32a2e Fix extra non-working gamepad appearing to the host 2019-05-19 13:24:06 -07:00
Cameron Gutman 674220087f Finish mouse emulation support with overlay and bugfixes 2019-05-19 13:10:42 -07:00
Cameron Gutman fc8d5d5799 Add gamepad mouse emulation support 2019-05-19 12:17:23 -07:00
Cameron Gutman 4e4f04c174 Focus on first item when a gamepad is connected 2019-05-19 11:08:23 -07:00
Cameron Gutman 65c21f3392 Improve gamepad navigation on settings page 2019-05-19 10:16:54 -07:00
Cameron Gutman 97fb30cdf1 Fix a few bugs in CVDisplayLink integration in VTRenderer 2019-05-19 09:52:59 -07:00
Cameron Gutman c975279589 Only enable exception-based thread naming on debug builds 2019-05-13 17:54:03 -07:00
Cameron Gutman b3ee7a635f Cap queued audio at 40 ms on Steam Link 2019-05-11 19:09:59 -07:00
Cameron Gutman c2b12868bb Move DisplayLinkVsyncSource back into VTRenderer to reduce latency 2019-05-11 18:33:12 -07:00
Cameron Gutman bdbb03e16f Request 20 ms audio frames on Steam Link to reduce CPU overhead 2019-05-04 15:46:11 -07:00
Cameron Gutman 53138d7c16 Name threads for easier debugging 2019-05-03 21:18:58 -07:00
Cameron Gutman 18d1d35104 Use QByteArray::reserve() rather than reallocating each time we must resize 2019-05-02 22:54:18 -07:00
Cameron Gutman 99d9de35de Add NV21 pixel format support to SDL renderer 2019-05-02 22:51:28 -07:00
Cameron Gutman e6a48481a5 Restore the bulk submission optimization for Steam Link 2019-05-01 22:31:52 -07:00
Cameron Gutman 21f2b1224a Decode directly into the audio renderer's buffer to avoid a copy 2019-05-01 21:27:41 -07:00
Cameron Gutman 187f47a353 Update common-c to fix receive time corruption 2019-04-30 23:23:02 -07:00
Cameron Gutman cb75b3d6d2 Version 0.10.1 2019-04-28 19:27:30 -07:00
Cameron Gutman 27708b9ecb Disable HIDAPI for Xbox gamepads on macOS 2019-04-28 18:45:56 -07:00
Cameron Gutman 5443165fce Update macOS to SDL 2.0.9 with https://bugzilla.libsdl.org/show_bug.cgi?id=4614 patch 2019-04-28 18:28:06 -07:00
Cameron Gutman dfb006d264 More Steam Link performance optimizations 2019-04-28 15:57:57 -07:00
Cameron Gutman 4f00f62674 Batch controller axis events for reduced CPU usage on Steam Link 2019-04-28 15:16:04 -07:00
Cameron Gutman cec527ffd5 Update common-c with performance optimizations and audio bandwidth reduction 2019-04-28 13:17:22 -07:00
Cameron Gutman 4f2fe5c988 Reduce polling rate on SL due to CPU performance limitations 2019-04-28 13:04:58 -07:00
Cameron Gutman 2bf552f801 Batch audio frames on Steam Link to save CPU cycles 2019-04-28 12:55:04 -07:00
Cameron Gutman 477fa8fedf Add logging callbacks for SLAudio and SLVideo 2019-04-28 11:01:54 -07:00
Cameron Gutman f1c7c5f02c Don't emit boxArtLoadComplete on box art load failure to prevent an infinite loop 2019-04-27 18:48:06 -07:00
Cameron Gutman 4e936193c7 Request a test frame for MMAL decoder 2019-04-24 21:31:52 -07:00
Cameron Gutman f9895c22b6 Update SDL_GameControllerDB to cbebd79740bc1360978bdf6d9d4d13d189e420a3 2019-04-24 20:27:23 -07:00
Cameron Gutman 6e46537112 Fix highlights for toolbar buttons to be more visible 2019-04-24 20:22:39 -07:00
Cameron Gutman 92b3918b26 Correct the path used by forfiles commands 2019-04-23 23:25:10 -07:00
Cameron Gutman 34c615a5fd Only include pre-compiled QML files in the installer and portable zips 2019-04-23 22:28:28 -07:00
Cameron Gutman fa29260e09 Work around Qt 5.12 dialog crash on disconnect 2019-04-23 19:40:21 -07:00
cgutman1 a05816b495 Pre-generate QML cache for our QtQuick dependences. Fixes #217 2019-04-22 21:04:21 -07:00
Cameron Gutman 9c5d847dae Autodetect a Wayland environment and configure SDL correctly. Fixes #211 2019-04-21 18:31:11 -07:00
Cameron Gutman 082e330f9d Partially revert fa4c0e82bd because we'll need Qt initialized first to detect Wayland 2019-04-21 17:43:38 -07:00
Cameron Gutman 8878c4a136 Use VAAPI decoder for AMD on Wayland 2019-04-21 15:33:21 -07:00
Cameron Gutman 00926bac81 Fix build warning in SDL renderer 2019-04-21 11:09:11 -07:00
Cameron Gutman 67b0907e52 Add globaldefs.pri for setting qmake values in each project 2019-04-21 11:08:33 -07:00
Cameron Gutman dba479774b Add DRM renderer for Rockchip devices 2019-04-21 05:22:37 +00:00
Cameron Gutman 5c8a1e632b Add support for rendering NV12 hwframes with SDL 2019-04-19 22:16:06 -07:00
Cameron Gutman d65e29111f Fix some codec selection bugs 2019-04-19 20:57:21 -07:00
Cameron Gutman ed170b8092 Prevent the computer name from overflowing the PC grid item 2019-04-18 21:03:37 -07:00
Cameron Gutman ac36fef968 Fix incorrect placeholder status after loading box art causing app label to be absent 2019-04-18 20:58:40 -07:00
Cameron Gutman 10f6b73cad Revert "Avoid using ANGLE on debug builds due to assert issues on Qt 5.12.2"
Qt 5.12.3 fixes the bug. https://bugreports.qt.io/browse/QTBUG-74467

This reverts commit 26bdc3e1d5.
2019-04-18 20:57:39 -07:00
Cameron Gutman 13d933fc07 Until Qt 5.13, VS 2019 is not supported 2019-04-18 20:08:27 -07:00
Cameron Gutman 3ba98e86f2 Remove QC1 style variable since QC1 dialogs are no longer used 2019-04-18 20:04:24 -07:00
Cameron Gutman 1dfca525cf Refactor renderer initialization to reduce duplication and inconsistency 2019-04-18 20:02:14 -07:00
Cameron Gutman e51ad1a68a Fix use-after-free due to stale m_FrontendRenderer pointer. Fixes #214 2019-04-18 19:26:13 -07:00
Cameron Gutman 9c76700f74 Add MMAL renderer for Raspberry Pi 2019-04-16 01:20:21 -07:00
Cameron Gutman 773b1af6f1 Minor refactoring in preparation for non-hwaccel decoder support 2019-04-15 21:56:01 -07:00
Cameron Gutman b8b633a6cc Use SDL to render on Wayland for VAAPI 2019-04-12 22:54:21 -07:00
Cameron Gutman ada2270bd1 Reduce code duplication in renderers 2019-04-12 22:12:53 -07:00
Cameron Gutman 25e5175c54 Refactor parameter passing to decoders and split backend/decode-only and frontend renderers 2019-04-11 22:27:20 -07:00
Cameron Gutman 9dcd770df2 Fix alloc-dealloc mismatch 2019-04-09 21:51:39 -07:00
Cameron Gutman 00a1948b73 Treat AV_CODEC_CAP_HARDWARE codecs as hardware accelerated too 2019-04-09 21:50:22 -07:00
Cameron Gutman 859a5a5e0c Allow a renderer to opt-out of the render thread and use that for SDL on OGL 2019-04-09 21:46:14 -07:00
Cameron Gutman 6783cf57da TTF_OpenFontRW retains the SDL_RWops on success, so we must keep the font data around to back it 2019-04-09 21:26:47 -07:00
Cameron Gutman a8dc5ac14a Add App Notarization and Hardened Runtime for macOS builds 2019-04-09 18:30:25 -07:00
325 changed files with 12399 additions and 5949 deletions
+6 -1
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@@ -1,8 +1,10 @@
---
name: Bug report
about: Create a report to help us address broken functionality
about: Create a report to help us address issues in Moonlight
---
**READ ME FIRST!**
This issue tracker is not the right place to ask for troubleshooting help if you're not able to connect or stream at all. For those requests, please use the #pc-help channel on our Discord server where there are many more people who can help (or direct you back here if it looks like a Moonlight bug after all). https://discord.gg/MySTSdq
**Describe the bug**
A clear and concise description of what the bug is.
@@ -16,6 +18,9 @@ If applicable, add screenshots to help explain your problem. If the issue is rel
**Affected games**
List the games you've tried that exhibit the issue. To see if the issue is game-specific, try streaming Steam Big Picture with Moonlight and see if the issue persists there.
**Other Moonlight clients**
- Does the issue occur when using Moonlight on iOS or Android?
**Moonlight settings (please complete the following information)**
- Have any settings been adjusted from defaults?
- If so, which settings have been changed?
+33 -15
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@@ -3,17 +3,31 @@ language: cpp
git:
depth: 1
env:
- NJOBS=2
matrix:
include:
- os: osx
osx_image: xcode10.2
compiler: clang
env: TRAVIS_TARGET=osx
addons:
homebrew:
packages:
- qt
- os: linux
sudo: required
dist: xenial
compiler: gcc
env: TRAVIS_TARGET=steamlink
addons:
apt:
packages:
- libc6:i386
- libstdc++6:i386
- os: linux
sudo: required
dist: xenial
compiler: gcc
env: TRAVIS_TARGET=linux
addons:
apt:
sources:
@@ -35,19 +49,23 @@ matrix:
- libvdpau-dev
install:
- '[ "$TRAVIS_OS_NAME" != osx ] || brew install qt5'
- '[ "$TRAVIS_OS_NAME" != osx ] || brew link --force qt5'
- if [[ "$TRAVIS_OS_NAME" = "linux" ]]; then export SDL2_VER=2.0.9 && wget https://www.libsdl.org/release/SDL2-$SDL2_VER.tar.gz && tar -xvf SDL2-$SDL2_VER.tar.gz && cd SDL2-$SDL2_VER && ./configure && make -j$NJOBS && sudo make install && cd ..; fi
- if [[ "$TRAVIS_OS_NAME" = "linux" ]]; then export SDL2_TTF_VER=2.0.15 && wget https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-$SDL2_TTF_VER.tar.gz && tar -xvf SDL2_ttf-$SDL2_TTF_VER.tar.gz && cd SDL2_ttf-$SDL2_TTF_VER && ./configure && make -j$NJOBS && sudo make install && cd ..; fi
- '[ "$TRAVIS_TARGET" != osx ] || brew link --force qt'
- if [[ "$TRAVIS_TARGET" = "osx" ]]; then nvm use node && npm install --global create-dmg; fi
- if [[ "$TRAVIS_TARGET" = "linux" ]]; then export SDL2_VER=2.0.9 && wget https://www.libsdl.org/release/SDL2-$SDL2_VER.tar.gz && tar -xvf SDL2-$SDL2_VER.tar.gz && cd SDL2-$SDL2_VER && ./configure && make -j$(nproc) && sudo make install && cd ..; fi
- if [[ "$TRAVIS_TARGET" = "linux" ]]; then export SDL2_TTF_VER=2.0.15 && wget https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-$SDL2_TTF_VER.tar.gz && tar -xvf SDL2_ttf-$SDL2_TTF_VER.tar.gz && cd SDL2_ttf-$SDL2_TTF_VER && ./configure && make -j$(nproc) && sudo make install && cd ..; fi
- if [[ "$TRAVIS_TARGET" = "steamlink" ]]; then git clone --depth=1 https://github.com/ValveSoftware/steamlink-sdk.git $HOME/steamlink-sdk; fi
before_script:
- '[ "$TRAVIS_OS_NAME" != "linux" ] || source /opt/qt59/bin/qt59-env.sh'
- qmake -v
- '[[ "$TRAVIS_OS_NAME" != linux || "$CXX" != clang++ ]] || export QMAKESPEC=linux-clang'
- '[[ "$TRAVIS_OS_NAME" != linux || "$CXX" != g++ ]] || export QMAKESPEC=linux-g++'
- '[ "$TRAVIS_OS_NAME" != osx ] || export QMAKESPEC=macx-clang'
- '[ "$TRAVIS_TARGET" != "linux" ] || source /opt/qt59/bin/qt59-env.sh'
- '[ "$TRAVIS_TARGET" = "steamlink" ] || qmake -v'
- '[[ "$TRAVIS_TARGET" != linux || "$CXX" != clang++ ]] || export QMAKESPEC=linux-clang'
- '[[ "$TRAVIS_TARGET" != linux || "$CXX" != g++ ]] || export QMAKESPEC=linux-g++'
- '[ "$TRAVIS_TARGET" != osx ] || export QMAKESPEC=macx-clang'
- '[ "$TRAVIS_TARGET" != "steamlink" ] || export STEAMLINK_SDK_PATH=$HOME/steamlink-sdk'
script:
- qmake moonlight-qt.pro -spec $QMAKESPEC
- make -j$NJOBS debug
- make -j$NJOBS release
- '[ "$TRAVIS_TARGET" != "linux" ] || qmake moonlight-qt.pro -spec $QMAKESPEC'
- '[ "$TRAVIS_TARGET" != "linux" ] || make -j$(nproc) debug'
- '[ "$TRAVIS_TARGET" != "linux" ] || make -j$(nproc) release'
- '[ "$TRAVIS_TARGET" != "osx" ] || scripts/generate-dmg.sh Release'
- '[ "$TRAVIS_TARGET" != "steamlink" ] || scripts/build-steamlink-app.sh'
+1 -5
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@@ -3,11 +3,7 @@ QT -= core gui
TARGET = AntiHooking
TEMPLATE = lib
# Support debug and release builds from command line for CI
CONFIG += debug_and_release
# Ensure symbols are always generated
CONFIG += force_debug_info
include(../globaldefs.pri)
INCLUDEPATH += $$PWD/../libs/windows/include
contains(QT_ARCH, i386) {
+12
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@@ -135,10 +135,22 @@ private:
// D3D9 exclusive fullscreen in a way that causes CreateDeviceEx()
// to deadlock. https://github.com/moonlight-stream/moonlight-qt/issues/102
L"NahimicOSD.dll",
// This DLL has been seen in several crash reports. Some Googling
// suggests it's highly unstable and causes issues in many games.
L"EZFRD32.dll",
L"EZFRD64.dll",
// These are the 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",
};
};
+2 -1
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@@ -8,6 +8,7 @@ You can follow development on our [Discord server](https://discord.gg/6ERtzFY).
[![Windows AppVeyor Status](https://ci.appveyor.com/api/projects/status/glj5cxqwy2w3bglv/branch/master?svg=true)](https://ci.appveyor.com/project/cgutman/moonlight-qt/branch/master)
[![Mac and Linux Travis CI Status](https://travis-ci.org/moonlight-stream/moonlight-qt.svg?branch=master)](https://travis-ci.org/moonlight-stream/moonlight-qt)
[![Downloads](https://img.shields.io/github/downloads/moonlight-stream/moonlight-qt/total)](https://github.com/moonlight-stream/moonlight-qt/releases)
## Features
- Hardware accelerated video decoding on Windows, Mac, and Linux
@@ -29,7 +30,7 @@ You can follow development on our [Discord server](https://discord.gg/6ERtzFY).
### Windows-specific Build Requirements
* Windows 7 or later
* [Visual Studio](https://visualstudio.microsoft.com/downloads/) 2015 or later (Community edition is fine)
* [Visual Studio](https://visualstudio.microsoft.com/downloads/) 2017 (Community edition is fine)
* Select MSVC Desktop toolchain during Qt installation
* [DirectX SDK](https://www.microsoft.com/en-us/download/details.aspx?id=6812)
* [7-Zip](https://www.7-zip.org/) (only if building installers for non-development PCs)
+49 -12
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@@ -8,11 +8,7 @@ unix:!macx {
TARGET = Moonlight
}
# Support debug and release builds from command line for CI
CONFIG += debug_and_release
# Ensure symbols are always generated
CONFIG += force_debug_info
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
@@ -88,12 +84,25 @@ unix:!macx {
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
}
}
}
win32 {
@@ -101,7 +110,7 @@ win32 {
CONFIG += ffmpeg
}
win32:!winrt {
CONFIG += soundio
CONFIG += soundio discord-rpc
}
macx {
LIBS += -lssl -lcrypto -lavcodec.58 -lavutil.56 -lopus -framework SDL2 -framework SDL2_ttf
@@ -110,7 +119,7 @@ macx {
# For libsoundio
LIBS += -framework CoreAudio -framework AudioUnit
CONFIG += ffmpeg soundio
CONFIG += ffmpeg soundio discord-rpc
}
SOURCES += \
@@ -122,6 +131,7 @@ SOURCES += \
backend/nvpairingmanager.cpp \
backend/computermanager.cpp \
backend/boxartmanager.cpp \
backend/richpresencemanager.cpp \
cli/commandlineparser.cpp \
cli/quitstream.cpp \
cli/startstream.cpp \
@@ -149,6 +159,7 @@ HEADERS += \
backend/nvpairingmanager.h \
backend/computermanager.h \
backend/boxartmanager.h \
backend/richpresencemanager.h \
cli/commandlineparser.h \
cli/quitstream.h \
cli/startstream.h \
@@ -176,6 +187,7 @@ ffmpeg {
SOURCES += \
streaming/video/ffmpeg.cpp \
streaming/video/ffmpeg-renderers/sdlvid.cpp \
streaming/video/ffmpeg-renderers/cuda.cpp \
streaming/video/ffmpeg-renderers/pacer/pacer.cpp \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.cpp
@@ -183,6 +195,7 @@ ffmpeg {
streaming/video/ffmpeg.h \
streaming/video/ffmpeg-renderers/renderer.h \
streaming/video/ffmpeg-renderers/sdlvid.h \
streaming/video/ffmpeg-renderers/cuda.h \
streaming/video/ffmpeg-renderers/pacer/pacer.h \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.h
}
@@ -206,6 +219,12 @@ libva-wayland {
PKGCONFIG += libva-wayland
DEFINES += HAVE_LIBVA_WAYLAND
}
libva-wayland {
message(VAAPI DRM support enabled)
PKGCONFIG += libva-drm
DEFINES += HAVE_LIBVA_DRM
}
libvdpau {
message(VDPAU renderer selected)
@@ -213,6 +232,20 @@ libvdpau {
SOURCES += streaming/video/ffmpeg-renderers/vdpau.cpp
HEADERS += streaming/video/ffmpeg-renderers/vdpau.h
}
mmal {
message(MMAL renderer selected)
DEFINES += HAVE_MMAL
SOURCES += streaming/video/ffmpeg-renderers/mmal.cpp
HEADERS += streaming/video/ffmpeg-renderers/mmal.h
}
libdrm {
message(DRM renderer selected)
DEFINES += HAVE_DRM
SOURCES += streaming/video/ffmpeg-renderers/drm.cpp
HEADERS += streaming/video/ffmpeg-renderers/drm.h
}
config_SL {
message(Steam Link build configuration selected)
@@ -241,12 +274,10 @@ macx {
message(VideoToolbox renderer selected)
SOURCES += \
streaming/video/ffmpeg-renderers/vt.mm \
streaming/video/ffmpeg-renderers/pacer/displaylinkvsyncsource.mm
streaming/video/ffmpeg-renderers/vt.mm
HEADERS += \
streaming/video/ffmpeg-renderers/vt.h \
streaming/video/ffmpeg-renderers/pacer/displaylinkvsyncsource.h
streaming/video/ffmpeg-renderers/vt.h
}
soundio {
message(libsoundio audio renderer selected)
@@ -255,6 +286,12 @@ soundio {
SOURCES += streaming/audio/renderers/soundioaudiorenderer.cpp
HEADERS += streaming/audio/renderers/soundioaudiorenderer.h
}
discord-rpc {
message(Discord integration enabled)
LIBS += -ldiscord-rpc
DEFINES += HAVE_DISCORD
}
RESOURCES += \
resources.qrc \
@@ -347,7 +384,7 @@ macx {
APP_BUNDLE_RESOURCES.files = moonlight.icns
APP_BUNDLE_RESOURCES.path = Contents/Resources
APP_BUNDLE_FRAMEWORKS.files = $$files(../libs/mac/Frameworks/*.framework, true)
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_RESOURCES APP_BUNDLE_FRAMEWORKS
+2 -3
View File
@@ -89,10 +89,9 @@ QUrl BoxArtManager::loadBoxArt(NvComputer* computer, NvApp& app)
void BoxArtManager::handleBoxArtLoadComplete(NvComputer* computer, NvApp app, QUrl image)
{
if (image.isEmpty()) {
image = QUrl("qrc:/res/no_app_image.png");
if (!image.isEmpty()) {
emit boxArtLoadComplete(computer, app, image);
}
emit boxArtLoadComplete(computer, app, image);
}
QUrl BoxArtManager::loadBoxArtFromNetwork(NvComputer* computer, int appId)
+104 -21
View File
@@ -216,6 +216,42 @@ void ComputerManager::saveHosts()
settings.endArray();
}
QHostAddress ComputerManager::getBestGlobalAddressV6(QVector<QHostAddress> &addresses)
{
for (const QHostAddress& address : addresses) {
if (address.protocol() == QAbstractSocket::IPv6Protocol) {
if (address.isInSubnet(QHostAddress("fe80::"), 10)) {
// Link-local
continue;
}
if (address.isInSubnet(QHostAddress("fec0::"), 10)) {
qInfo() << "Ignoring site-local address:" << address;
continue;
}
if (address.isInSubnet(QHostAddress("fc00::"), 7)) {
qInfo() << "Ignoring ULA:" << address;
continue;
}
if (address.isInSubnet(QHostAddress("2002::"), 16)) {
qInfo() << "Ignoring 6to4 address:" << address;
continue;
}
if (address.isInSubnet(QHostAddress("2001::"), 32)) {
qInfo() << "Ignoring Teredo address:" << address;
continue;
}
return address;
}
}
return QHostAddress();
}
void ComputerManager::startPolling()
{
QWriteLocker lock(&m_Lock);
@@ -233,9 +269,9 @@ void ComputerManager::startPolling()
this, [this](const QMdnsEngine::Service& service) {
qInfo() << "Discovered mDNS host:" << service.hostname();
MdnsPendingComputer* pendingComputer = new MdnsPendingComputer(&m_MdnsServer, &m_MdnsCache, service);
connect(pendingComputer, SIGNAL(resolvedv4(MdnsPendingComputer*,QHostAddress)),
this, SLOT(handleMdnsServiceResolved(MdnsPendingComputer*,QHostAddress)));
MdnsPendingComputer* pendingComputer = new MdnsPendingComputer(&m_MdnsServer, service);
connect(pendingComputer, &MdnsPendingComputer::resolvedHost,
this, &ComputerManager::handleMdnsServiceResolved);
m_PendingResolution.append(pendingComputer);
});
}
@@ -277,11 +313,39 @@ void ComputerManager::startPollingComputer(NvComputer* computer)
}
void ComputerManager::handleMdnsServiceResolved(MdnsPendingComputer* computer,
const QHostAddress& address)
QVector<QHostAddress>& addresses)
{
qInfo() << "Resolved" << computer->hostname() << "to" << address.toString();
QHostAddress v6Global = getBestGlobalAddressV6(addresses);
bool added = false;
addNewHost(address.toString(), true);
// Add the host using the IPv4 address
for (const QHostAddress& address : addresses) {
if (address.protocol() == QAbstractSocket::IPv4Protocol) {
// NB: We don't just call addNewHost() here with v6Global because the IPv6
// address may not be reachable (if the user hasn't installed the IPv6 helper yet
// or if this host lacks outbound IPv6 capability). We want to add IPv6 even if
// it's not currently reachable.
addNewHost(address.toString(), true, v6Global);
added = true;
break;
}
}
if (!added) {
// If we get here, there wasn't an IPv4 address so we'll do it v6-only
for (const QHostAddress& address : addresses) {
if (address.protocol() == QAbstractSocket::IPv6Protocol) {
// Use a link-local or site-local address for the "local address"
if (address.isInSubnet(QHostAddress("fe80::"), 10) ||
address.isInSubnet(QHostAddress("fec0::"), 10) ||
address.isInSubnet(QHostAddress("fc00::"), 7)) {
addNewHost(address.toString(), true, v6Global);
added = true;
break;
}
}
}
}
m_PendingResolution.removeOne(computer);
computer->deleteLater();
@@ -508,9 +572,10 @@ class PendingAddTask : public QObject, public QRunnable
Q_OBJECT
public:
PendingAddTask(ComputerManager* computerManager, QString address, bool mdns)
PendingAddTask(ComputerManager* computerManager, QString address, QHostAddress mdnsIpv6Address, bool mdns)
: m_ComputerManager(computerManager),
m_Address(address),
m_MdnsIpv6Address(mdnsIpv6Address),
m_Mdns(mdns)
{
connect(this, &PendingAddTask::computerAddCompleted,
@@ -560,16 +625,21 @@ private:
{
NvHTTP http(m_Address, QSslCertificate());
qInfo() << "Processing new PC at" << m_Address << "from" << (m_Mdns ? "mDNS" : "user");
qInfo() << "Processing new PC at" << m_Address << "from" << (m_Mdns ? "mDNS" : "user") << m_MdnsIpv6Address;
// Perform initial serverinfo fetch over HTTP since we don't know which cert to use
QString serverInfo = fetchServerInfo(http);
if (serverInfo.isEmpty() && !m_MdnsIpv6Address.isNull()) {
// Retry using the global IPv6 address if the IPv4 or link-local IPv6 address fails
http.setAddress(m_MdnsIpv6Address.toString());
serverInfo = fetchServerInfo(http);
}
if (serverInfo.isEmpty()) {
return;
}
// Create initial newComputer using HTTP serverinfo with no pinned cert
NvComputer* newComputer = new NvComputer(m_Address, serverInfo, QSslCertificate());
NvComputer* newComputer = new NvComputer(http.address(), serverInfo, QSslCertificate());
// Check if we have a record of this host UUID to pull the pinned cert
NvComputer* existingComputer;
@@ -589,22 +659,34 @@ private:
}
// Update the polled computer with the HTTPS information
NvComputer httpsComputer(m_Address, serverInfo, QSslCertificate());
NvComputer httpsComputer(http.address(), serverInfo, QSslCertificate());
newComputer->update(httpsComputer);
}
// Update addresses depending on the context
if (m_Mdns) {
newComputer->localAddress = m_Address;
// Get the WAN IP address using STUN if we're on mDNS
quint32 addr;
int err = LiFindExternalAddressIP4("stun.moonlight-stream.org", 3478, &addr);
if (err == 0) {
newComputer->remoteAddress = QHostAddress(qFromBigEndian(addr)).toString();
// Only update local address if we actually reached the PC via this address.
// If we reached it via the IPv6 address after the local address failed,
// don't store the non-working local address.
if (http.address() == m_Address) {
newComputer->localAddress = m_Address;
}
else {
qWarning() << "STUN failed to get WAN address:" << err;
// Get the WAN IP address using STUN if we're on mDNS over IPv4
if (QHostAddress(newComputer->localAddress).protocol() == QAbstractSocket::IPv4Protocol) {
quint32 addr;
int err = LiFindExternalAddressIP4("stun.moonlight-stream.org", 3478, &addr);
if (err == 0) {
newComputer->remoteAddress = QHostAddress(qFromBigEndian(addr)).toString();
}
else {
qWarning() << "STUN failed to get WAN address:" << err;
}
}
if (!m_MdnsIpv6Address.isNull()) {
Q_ASSERT(m_MdnsIpv6Address.protocol() == QAbstractSocket::IPv6Protocol);
newComputer->ipv6Address = m_MdnsIpv6Address.toString();
}
}
else {
@@ -657,14 +739,15 @@ private:
ComputerManager* m_ComputerManager;
QString m_Address;
QHostAddress m_MdnsIpv6Address;
bool m_Mdns;
};
void ComputerManager::addNewHost(QString address, bool mdns)
void ComputerManager::addNewHost(QString address, bool mdns, QHostAddress mdnsIpv6Address)
{
// Punt to a worker thread to avoid stalling the
// UI while waiting for serverinfo query to complete
PendingAddTask* addTask = new PendingAddTask(this, address, mdns);
PendingAddTask* addTask = new PendingAddTask(this, address, mdnsIpv6Address, mdns);
QThreadPool::globalInstance()->start(addTask);
}
+42 -12
View File
@@ -13,6 +13,7 @@
#include <QReadWriteLock>
#include <QSettings>
#include <QRunnable>
#include <QTimer>
class MdnsPendingComputer : public QObject
{
@@ -20,13 +21,18 @@ class MdnsPendingComputer : public QObject
public:
explicit MdnsPendingComputer(QMdnsEngine::Server* server,
QMdnsEngine::Cache* cache,
const QMdnsEngine::Service& service)
: m_Hostname(service.hostname()),
m_Resolver(server, m_Hostname, cache)
m_Server(server),
m_Resolver(nullptr)
{
connect(&m_Resolver, SIGNAL(resolved(QHostAddress)),
this, SLOT(handleResolved(QHostAddress)));
// Start resolving
resolve();
}
virtual ~MdnsPendingComputer()
{
delete m_Resolver;
}
QString hostname()
@@ -35,20 +41,42 @@ public:
}
private slots:
void handleResolved(const QHostAddress& address)
void handleResolvedTimeout()
{
if (address.protocol() == QAbstractSocket::IPv4Protocol) {
m_Resolver.disconnect();
emit resolvedv4(this, address);
if (m_Addresses.isEmpty()) {
// Try again
qInfo() << "Resolving" << hostname() << "timed out. Retrying...";
resolve();
}
else {
Q_ASSERT(!m_Addresses.isEmpty());
emit resolvedHost(this, m_Addresses);
}
}
void handleResolvedAddress(const QHostAddress& address)
{
qInfo() << "Resolved" << hostname() << "to" << address;
m_Addresses.push_back(address);
}
signals:
void resolvedv4(MdnsPendingComputer*, const QHostAddress&);
void resolvedHost(MdnsPendingComputer*,QVector<QHostAddress>&);
private:
void resolve()
{
delete m_Resolver;
m_Resolver = new QMdnsEngine::Resolver(m_Server, m_Hostname);
connect(m_Resolver, &QMdnsEngine::Resolver::resolved,
this, &MdnsPendingComputer::handleResolvedAddress);
QTimer::singleShot(2000, this, SLOT(handleResolvedTimeout()));
}
QByteArray m_Hostname;
QMdnsEngine::Resolver m_Resolver;
QMdnsEngine::Server* m_Server;
QMdnsEngine::Resolver* m_Resolver;
QVector<QHostAddress> m_Addresses;
};
class ComputerPollingEntry
@@ -140,7 +168,7 @@ public:
Q_INVOKABLE void stopPollingAsync();
Q_INVOKABLE void addNewHost(QString address, bool mdns);
Q_INVOKABLE void addNewHost(QString address, bool mdns, QHostAddress mdnsIpv6Address = QHostAddress());
void pairHost(NvComputer* computer, QString pin);
@@ -165,11 +193,13 @@ private slots:
void handleComputerStateChanged(NvComputer* computer);
void handleMdnsServiceResolved(MdnsPendingComputer* computer, const QHostAddress& address);
void handleMdnsServiceResolved(MdnsPendingComputer* computer, QVector<QHostAddress>& addresses);
private:
void saveHosts();
QHostAddress getBestGlobalAddressV6(QVector<QHostAddress>& addresses);
void startPollingComputer(NvComputer* computer);
int m_PollingRef;
+12 -5
View File
@@ -39,11 +39,18 @@ void ComputerSeeker::onComputerUpdated(NvComputer *computer)
bool ComputerSeeker::matchComputer(NvComputer *computer) const
{
QString value = m_ComputerName.toLower();
return computer->name.toLower() == value ||
computer->localAddress.toLower() == value ||
computer->remoteAddress.toLower() == value ||
computer->manualAddress.toLower() == value ||
computer->uuid.toLower() == value;
if (computer->name.toLower() == value || computer->uuid.toLower() == value) {
return true;
}
for (const QString& addr : computer->uniqueAddresses()) {
if (addr.toLower() == value) {
return true;
}
}
return false;
}
bool ComputerSeeker::isOnline(NvComputer *computer) const
+1 -1
View File
@@ -75,7 +75,7 @@ void IdentityManager::createCredentials(QSettings& settings)
-1, -1, 0);
X509_set_issuer_name(cert, name);
X509_sign(cert, pk, EVP_sha1());
X509_sign(cert, pk, EVP_sha256());
BIO* biokey = BIO_new(BIO_s_mem());
THROW_BAD_ALLOC_IF_NULL(biokey);
+11 -1
View File
@@ -10,6 +10,7 @@
#define SER_LOCALADDR "localaddress"
#define SER_REMOTEADDR "remoteaddress"
#define SER_MANUALADDR "manualaddress"
#define SER_IPV6ADDR "ipv6address"
#define SER_APPLIST "apps"
#define SER_SRVCERT "srvcert"
@@ -24,6 +25,7 @@ NvComputer::NvComputer(QSettings& settings)
this->macAddress = settings.value(SER_MAC).toByteArray();
this->localAddress = settings.value(SER_LOCALADDR).toString();
this->remoteAddress = settings.value(SER_REMOTEADDR).toString();
this->ipv6Address = settings.value(SER_IPV6ADDR).toString();
this->manualAddress = settings.value(SER_MANUALADDR).toString();
this->serverCert = QSslCertificate(settings.value(SER_SRVCERT).toByteArray());
@@ -63,6 +65,7 @@ void NvComputer::serialize(QSettings& settings)
settings.setValue(SER_MAC, macAddress);
settings.setValue(SER_LOCALADDR, localAddress);
settings.setValue(SER_REMOTEADDR, remoteAddress);
settings.setValue(SER_IPV6ADDR, ipv6Address);
settings.setValue(SER_MANUALADDR, manualAddress);
settings.setValue(SER_SRVCERT, serverCert.toPem());
@@ -129,7 +132,12 @@ NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serv
mode2.width * mode2.height * mode2.refreshRate;
});
// We can get an IPv4 loopback address if we're using the GS IPv6 Forwarder
this->localAddress = NvHTTP::getXmlString(serverInfo, "LocalIP");
if (this->localAddress.startsWith("127.")) {
this->localAddress = QString();
}
this->remoteAddress = NvHTTP::getXmlString(serverInfo, "ExternalIP");
this->pairState = NvHTTP::getXmlString(serverInfo, "PairStatus") == "1" ?
PS_PAIRED : PS_NOT_PAIRED;
@@ -156,7 +164,7 @@ bool NvComputer::wake()
const quint16 WOL_PORTS[] = {
7, 9, // Standard WOL ports
47998, 47999, 48000, // Ports opened by GFE
47998, 47999, 48000, 48002, 48010, // Ports opened by GFE
};
// Create the WoL payload
@@ -237,6 +245,7 @@ QVector<QString> NvComputer::uniqueAddresses()
uniqueAddressList.append(activeAddress);
uniqueAddressList.append(localAddress);
uniqueAddressList.append(remoteAddress);
uniqueAddressList.append(ipv6Address);
uniqueAddressList.append(manualAddress);
// Prune duplicates (always giving precedence to the first)
@@ -296,6 +305,7 @@ bool NvComputer::update(NvComputer& that)
ASSIGN_IF_CHANGED_AND_NONEMPTY(macAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(localAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(remoteAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(ipv6Address);
ASSIGN_IF_CHANGED_AND_NONEMPTY(manualAddress);
ASSIGN_IF_CHANGED(pairState);
ASSIGN_IF_CHANGED(serverCodecModeSupport);
+1
View File
@@ -64,6 +64,7 @@ public:
// Persisted traits
QString localAddress;
QString remoteAddress;
QString ipv6Address;
QString manualAddress;
QByteArray macAddress;
QString name;
+17 -5
View File
@@ -18,18 +18,15 @@
#define QUIT_TIMEOUT_MS 30000
NvHTTP::NvHTTP(QString address, QSslCertificate serverCert) :
m_Address(address),
m_ServerCert(serverCert)
{
Q_ASSERT(!address.isEmpty());
m_BaseUrlHttp.setScheme("http");
m_BaseUrlHttps.setScheme("https");
m_BaseUrlHttp.setHost(address);
m_BaseUrlHttps.setHost(address);
m_BaseUrlHttp.setPort(47989);
m_BaseUrlHttps.setPort(47984);
setAddress(address);
// Never use a proxy server
QNetworkProxy noProxy(QNetworkProxy::NoProxy);
m_Nam.setProxy(noProxy);
@@ -42,6 +39,21 @@ void NvHTTP::setServerCert(QSslCertificate serverCert)
m_ServerCert = serverCert;
}
void NvHTTP::setAddress(QString address)
{
Q_ASSERT(!address.isEmpty());
m_Address = address;
m_BaseUrlHttp.setHost(address);
m_BaseUrlHttps.setHost(address);
}
QString NvHTTP::address()
{
return m_Address;
}
QVector<int>
NvHTTP::parseQuad(QString quad)
{
+4
View File
@@ -156,6 +156,10 @@ public:
void setServerCert(QSslCertificate serverCert);
void setAddress(QString address);
QString address();
static
QVector<int>
parseQuad(QString quad);
+3 -1
View File
@@ -256,7 +256,9 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
challengeResponse.append(reinterpret_cast<char*>(asnSignature->data), asnSignature->length);
challengeResponse.append(clientSecretData);
QByteArray encryptedChallengeResponseHash = encrypt(QCryptographicHash::hash(challengeResponse, hashAlgo), &encKey);
QByteArray paddedHash = QCryptographicHash::hash(challengeResponse, hashAlgo);
paddedHash.resize(32);
QByteArray encryptedChallengeResponseHash = encrypt(paddedHash, &encKey);
QString respXml = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
"pair",
"devicename=roth&updateState=1&serverchallengeresp=" +
+64
View File
@@ -0,0 +1,64 @@
#include "richpresencemanager.h"
#include <QDebug>
RichPresenceManager::RichPresenceManager(StreamingPreferences& prefs, QString gameName)
: m_DiscordActive(false)
{
#ifdef HAVE_DISCORD
if (prefs.richPresence) {
DiscordEventHandlers handlers = {};
handlers.ready = discordReady;
handlers.disconnected = discordDisconnected;
handlers.errored = discordErrored;
Discord_Initialize("594668102021677159", &handlers, 0, nullptr);
m_DiscordActive = true;
}
if (m_DiscordActive) {
QByteArray stateStr = (QString("Streaming ") + gameName).toUtf8();
DiscordRichPresence discordPresence = {};
discordPresence.state = stateStr.data();
discordPresence.startTimestamp = time(nullptr);
discordPresence.largeImageKey = "icon";
Discord_UpdatePresence(&discordPresence);
}
#endif
}
RichPresenceManager::~RichPresenceManager()
{
#ifdef HAVE_DISCORD
if (m_DiscordActive) {
Discord_ClearPresence();
Discord_Shutdown();
}
#endif
}
void RichPresenceManager::runCallbacks()
{
#ifdef HAVE_DISCORD
if (m_DiscordActive) {
Discord_RunCallbacks();
}
#endif
}
#ifdef HAVE_DISCORD
void RichPresenceManager::discordReady(const DiscordUser* request)
{
qInfo() << "Discord integration ready for user:" << request->username;
}
void RichPresenceManager::discordDisconnected(int errorCode, const char *message)
{
qInfo() << "Discord integration disconnected:" << errorCode << message;
}
void RichPresenceManager::discordErrored(int errorCode, const char *message)
{
qWarning() << "Discord integration error:" << errorCode << message;
}
#endif
+26
View File
@@ -0,0 +1,26 @@
#pragma once
#include "settings/streamingpreferences.h"
#ifdef HAVE_DISCORD
#include <discord_rpc.h>
#endif
class RichPresenceManager
{
public:
RichPresenceManager(StreamingPreferences& prefs, QString gameName);
~RichPresenceManager();
void runCallbacks();
private:
#ifdef HAVE_DISCORD
static void discordReady(const DiscordUser* request);
static void discordDisconnected(int errorCode, const char* message);
static void discordErrored(int errorCode, const char* message);
#endif
bool m_DiscordActive;
};
+19
View File
@@ -1,11 +1,14 @@
#include "systemproperties.h"
#include <QGuiApplication>
#include "streaming/session.h"
#include "streaming/streamutils.h"
SystemProperties::SystemProperties()
{
isRunningWayland = qgetenv("XDG_SESSION_TYPE") == "wayland";
isRunningXWayland = qgetenv("XDG_SESSION_TYPE") == "wayland" && QGuiApplication::platformName() == "xcb";
#ifdef Q_OS_WIN32
isWow64 = QSysInfo::currentCpuArchitecture() != QSysInfo::buildCpuArchitecture();
@@ -19,6 +22,12 @@ SystemProperties::SystemProperties()
hasBrowser = false;
#endif
#ifdef HAVE_DISCORD
hasDiscordIntegration = true;
#else
hasDiscordIntegration = false;
#endif
unmappedGamepads = SdlInputHandler::getUnmappedGamepads();
// Populate data that requires talking to SDL. We do it all in one shot
@@ -51,6 +60,13 @@ void SystemProperties::querySdlVideoInfo()
// Never let the maximum drop below 60 FPS
maximumStreamingFrameRate = 60;
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return;
}
SDL_DisplayMode bestMode;
for (int displayIndex = 0; displayIndex < SDL_GetNumVideoDisplays(); displayIndex++) {
SDL_DisplayMode desktopMode;
@@ -91,6 +107,7 @@ void SystemProperties::querySdlVideoInfo()
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return;
}
@@ -101,4 +118,6 @@ void SystemProperties::querySdlVideoInfo()
1920, 1080, 60);
SDL_DestroyWindow(testWindow);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
+4
View File
@@ -12,8 +12,10 @@ public:
Q_PROPERTY(bool hasHardwareAcceleration MEMBER hasHardwareAcceleration CONSTANT)
Q_PROPERTY(bool isRunningWayland MEMBER isRunningWayland CONSTANT)
Q_PROPERTY(bool isRunningXWayland MEMBER isRunningXWayland CONSTANT)
Q_PROPERTY(bool isWow64 MEMBER isWow64 CONSTANT)
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)
@@ -28,8 +30,10 @@ private:
bool hasHardwareAcceleration;
bool isRunningWayland;
bool isRunningXWayland;
bool isWow64;
bool hasBrowser;
bool hasDiscordIntegration;
QString unmappedGamepads;
int maximumStreamingFrameRate;
QList<QRect> monitorDesktopResolutions;
@@ -12,7 +12,7 @@
<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 and VDPAU support</li>
<li>Hardware accelerated video decoding with VAAPI, VDPAU, and NVDEC support</li>
<li>5.1 surround sound audio support</li>
<li>HEVC support for better video compression efficiency</li>
<li>Gamepad support with force feedback for up to 4 players</li>
@@ -33,6 +33,83 @@
</screenshots>
<releases>
<release version="1.1.1" date="2019-09-29">
<description>
<p>Bugfixes:</p>
<ul>
<li>Improved reliability of public IP address detection</li>
<li>Fixed connecting to a host PC with multiple network connections</li>
<li>Fixed a hang after exiting a full-screen stream with GNOME on Wayland</li>
<li>Fixed gamepad hotplugging</li>
<li>Updated to SDL 2.0.10</li>
<li>Updated to Qt 5.13.1</li>
</ul>
</description>
</release>
<release version="1.1.0" date="2019-08-05">
<description>
<p>New features:</p>
<ul>
<li>Added support for NVDEC for NVIDIA GPUs on Wayland</li>
<li>Added an option to disable gamepad mouse mode for games that require holding the Start button</li>
<li>Added automatic detection of IPv6 addresses for Internet streaming over IPv6 networks</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Improved speed and reliability of automatic PC detection on the local network</li>
<li>Fixed audio latency increasing under certain network conditions</li>
<li>Fixed 5.1 surround sound sometimes causing no audio to play when streaming over the Internet</li>
<li>Fixed graceful termination of games not being detected properly on GFE 3.19</li>
<li>Fixed several audio issues on Linux by switching back to SDL for audio</li>
<li>Changed client certificate signature algorithm from SHA-1 to SHA-256 for Debian Buster compatibility</li>
<li>Updated included gamepad mappings</li>
</ul>
</description>
</release>
<release version="1.0.1" date="2019-05-27">
<description>
<p>Bugfixes:</p>
<ul>
<li>Fixed broken video on GeForce Experience 3.19</li>
</ul>
</description>
</release>
<release version="1.0.0" date="2019-05-21">
<description>
<p>New features:</p>
<ul>
<li>Mouse mode for gamepads (Press and hold Start to toggle)</li>
<li>Improved gamepad UI navigation</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed duplicate non-working gamepads appearing on the host</li>
<li>Fixed excessive frame queue delay on macOS</li>
<li>Fixed excessive audio latency on Steam Link</li>
<li>Fixed hiding mouse cursor after streaming on Steam Link</li>
<li>Fixed incorrect receive time stats on 32-bit platforms</li>
<li>Added UDP ports 48002 and 48010 for Wake-on-LAN</li>
<li>Updated included gamepad mappings</li>
</ul>
</description>
</release>
<release version="0.10.1" date="2019-04-28">
<description>
<p>New features:</p>
<ul>
<li>Video performance optimizations</li>
<li>VAAPI support on Wayland</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed a crash when attempting to dismiss the connection terminated dialog</li>
<li>Fixed a crash when using the overlay on the software decoder</li>
<li>Fixed software decoder not displaying output in some cases</li>
<li>Fixed some minor UI issues on the PC grid</li>
<li>Improved visibility of toolbar highlights</li>
</ul>
</description>
</release>
<release version="0.10.0" date="2019-04-07">
<description>
<p>New features:</p>
+5 -1
View File
@@ -5,5 +5,9 @@
# pairing data will be lost each reboot.
HOME=/usr/local/moonlight
# 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 ./bin/moonlight > /tmp/moonlight.log
exec nice -n -10 ./bin/moonlight > /tmp/moonlight.log
+11 -3
View File
@@ -3,6 +3,7 @@ import QtQuick.Controls 2.2
import AppModel 1.0
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
CenteredGridView {
property int computerIndex
@@ -32,6 +33,11 @@ CenteredGridView {
StackView.onActivated: {
appModel.computerLost.connect(computerLost)
activated = true
// Highlight the first item if a gamepad is connected
if (currentIndex == -1 && SdlGamepadKeyNavigation.getConnectedGamepads() > 0) {
currentIndex = 0
}
}
StackView.onDeactivating: {
@@ -61,9 +67,9 @@ CenteredGridView {
source: model.boxart
onSourceSizeChanged: {
if ((width == 130 && height == 180) || // GFE 2.0 placeholder image
(width == 628 && height == 888) || // GFE 3.0 placeholder image
(width == 200 && height == 266)) // Our no_app_image.png
if ((sourceSize.width == 130 && sourceSize.height == 180) || // GFE 2.0 placeholder image
(sourceSize.width == 628 && sourceSize.height == 888) || // GFE 3.0 placeholder image
(sourceSize.width == 200 && sourceSize.height == 266)) // Our no_app_image.png
{
isPlaceholder = true
}
@@ -145,6 +151,8 @@ CenteredGridView {
text: model.name
width: appIcon.width
height: model.running ? 175 : appIcon.height
leftPadding: 20
rightPadding: 20
anchors.left: appIcon.left
anchors.right: appIcon.right
anchors.bottom: appIcon.bottom
+11
View File
@@ -1,6 +1,8 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
import SdlGamepadKeyNavigation 1.0
// https://stackoverflow.com/questions/45029968/how-do-i-set-the-combobox-width-to-fit-the-largest-item
ComboBox {
property int textWidth
@@ -28,4 +30,13 @@ ComboBox {
textWidth = Math.max(popupMetrics.width, textWidth)
}
}
popup.onAboutToShow: {
// Switch to normal navigation for combo boxes
SdlGamepadKeyNavigation.setUiNavMode(false)
}
popup.onAboutToHide: {
SdlGamepadKeyNavigation.setUiNavMode(true)
}
}
+19
View File
@@ -2,8 +2,27 @@ import QtQuick 2.0
import QtQuick.Controls 2.2
ToolButton {
property string iconSource
activeFocusOnTab: true
// FIXME: We're using an Image here rather than icon.source because
// icons don't work on Qt 5.9 LTS.
Image {
id: image
source: iconSource
anchors.centerIn: parent.background
sourceSize {
width: parent.background.width * 1.10
height: parent.background.height * 1.10
}
}
// This determines the size of the Material highlight. We increase it
// from the default because we use larger than normal icons for TV readability.
background.width: (parent.height - parent.anchors.bottomMargin - parent.anchors.topMargin) * 0.60
background.height: (parent.height - parent.anchors.bottomMargin - parent.anchors.topMargin) * 0.60
Keys.onReturnPressed: {
clicked()
}
+15 -2
View File
@@ -5,6 +5,7 @@ import ComputerModel 1.0
import ComputerManager 1.0
import StreamingPreferences 1.0
import SdlGamepadKeyNavigation 1.0
CenteredGridView {
property ComputerModel computerModel : createModel()
@@ -14,7 +15,7 @@ CenteredGridView {
activeFocusOnTab: true
topMargin: 20
bottomMargin: 5
cellWidth: 310; cellHeight: 350;
cellWidth: 310; cellHeight: 330;
objectName: "Computers"
Component.onCompleted: {
@@ -27,6 +28,16 @@ CenteredGridView {
StackView.onActivated: {
// 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
}
}
StackView.onDeactivating: {
@@ -87,7 +98,7 @@ CenteredGridView {
model: computerModel
delegate: NavigableItemDelegate {
width: 300; height: 300;
width: 300; height: 320;
grid: pcGrid
Image {
@@ -130,9 +141,11 @@ CenteredGridView {
width: parent.width
anchors.top: pcIcon.bottom
anchors.bottom: parent.bottom
font.pointSize: 36
horizontalAlignment: Text.AlignHCenter
wrapMode: Text.Wrap
elide: Text.ElideRight
}
NavigableMenu {
+52 -3
View File
@@ -25,11 +25,18 @@ Flickable {
}
StackView.onActivated: {
SdlGamepadKeyNavigation.setSettingsMode(true)
// This enables Tab and BackTab based navigation rather than arrow keys.
// It is required to shift focus between controls on the settings page.
SdlGamepadKeyNavigation.setUiNavMode(true)
// Highlight the first item if a gamepad is connected
if (SdlGamepadKeyNavigation.getConnectedGamepads() > 0) {
resolutionComboBox.forceActiveFocus(Qt.TabFocus)
}
}
StackView.onDeactivating: {
SdlGamepadKeyNavigation.setSettingsMode(false)
SdlGamepadKeyNavigation.setUiNavMode(false)
// Save the prefs so the Session can observe the changes
StreamingPreferences.save()
@@ -321,6 +328,16 @@ Flickable {
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
// 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 += " (Recommended)"
windowModeListModel.move(i, 0, 1);
break
}
}
var savedWm = StreamingPreferences.windowMode
currentIndex = 0
for (var i = 0; i < windowModeListModel.count; i++) {
@@ -339,7 +356,7 @@ Flickable {
model: ListModel {
id: windowModeListModel
ListElement {
text: "Full-screen (Recommended)"
text: "Full-screen"
val: StreamingPreferences.WM_FULLSCREEN
}
ListElement {
@@ -482,6 +499,22 @@ Flickable {
StreamingPreferences.connectionWarnings = checked
}
}
CheckBox {
visible: SystemProperties.hasDiscordIntegration
id: discordPresenceCheck
text: "Discord Rich Presence integration"
font.pointSize: 12
checked: StreamingPreferences.richPresence
onCheckedChanged: {
StreamingPreferences.richPresence = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "Updates your Discord status to display the name of the game you're streaming."
}
}
}
}
@@ -534,6 +567,22 @@ Flickable {
ToolTip.visible: hovered
ToolTip.text: "When checked, mouse input is not accelerated or scaled by the OS before passing to Moonlight"
}
CheckBox {
id: gamepadMouseCheck
hoverEnabled: true
text: "Gamepad mouse mode support"
font.pointSize: 12
checked: StreamingPreferences.gamepadMouse
onCheckedChanged: {
StreamingPreferences.gamepadMouse = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "When enabled, holding the Start button will toggle mouse mode"
}
}
}
+8 -16
View File
@@ -20,7 +20,7 @@ Item {
function stageFailed(stage, errorCode)
{
// Display the error dialog after Session::exec() returns
errorDialog.text = "Starting " + stage + " failed: Error " + errorCode
streamSegueErrorDialog.text = "Starting " + stage + " failed: Error " + errorCode
}
function connectionStarted()
@@ -38,7 +38,7 @@ Item {
function displayLaunchError(text)
{
// Display the error dialog after Session::exec() returns
errorDialog.text = text
streamSegueErrorDialog.text = text
}
function displayLaunchWarning(text)
@@ -68,9 +68,10 @@ Item {
SdlGamepadKeyNavigation.enable()
if (quitAfter) {
if (errorDialog.text) {
if (streamSegueErrorDialog.text) {
// Quit when the error dialog is acknowledged
errorDialog.open()
streamSegueErrorDialog.quitAfter = quitAfter
streamSegueErrorDialog.open()
}
else {
// Quit immediately
@@ -87,8 +88,9 @@ Item {
// the Qt UI is visible again to prevent losing
// focus on the dialog which would impact gamepad
// users.
if (errorDialog.text) {
errorDialog.open()
if (streamSegueErrorDialog.text) {
streamSegueErrorDialog.quitAfter = quitAfter
streamSegueErrorDialog.open()
}
}
}
@@ -171,14 +173,4 @@ Item {
wrapMode: Text.Wrap
}
ErrorMessageDialog {
id: errorDialog
onClosed: {
if (quitAfter) {
Qt.quit()
}
}
}
}
+43 -64
View File
@@ -19,10 +19,6 @@ ApplicationWindow {
visibility: StreamingPreferences.startWindowed ? "Windowed" : "Maximized"
Component.onCompleted: {
SdlGamepadKeyNavigation.enable()
}
StackView {
id: stackView
initialItem: initialView
@@ -138,14 +134,16 @@ ApplicationWindow {
// onAfterRendering call and potentially reenter this code.
initialized = true;
if (SystemProperties.isRunningWayland) {
waylandDialog.open()
}
else if (SystemProperties.isWow64) {
if (SystemProperties.isWow64) {
wow64Dialog.open()
}
else if (!SystemProperties.hasHardwareAcceleration) {
noHwDecoderDialog.open()
if (SystemProperties.isRunningXWayland) {
xWaylandDialog.open()
}
else {
noHwDecoderDialog.open()
}
}
if (SystemProperties.unmappedGamepads) {
@@ -173,28 +171,21 @@ ApplicationWindow {
header: ToolBar {
id: toolBar
height: 60
anchors.topMargin: 5
anchors.bottomMargin: 5
RowLayout {
spacing: 20
anchors.leftMargin: 10
anchors.rightMargin: 10
anchors.fill: parent
NavigableToolButton {
// Only make the button visible if the user has navigated somewhere.
visible: stackView.depth > 1
// FIXME: We're using an Image here rather than icon.source because
// icons don't work on Qt 5.9 LTS.
Image {
source: "qrc:/res/arrow_left.svg"
anchors.centerIn: parent
sourceSize {
// The icon should be square so use the height as the width too
width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
}
}
iconSource: "qrc:/res/arrow_left.svg"
onClicked: stackView.pop()
@@ -217,14 +208,7 @@ ApplicationWindow {
id: addPcButton
visible: stackView.currentItem.objectName === "Computers"
Image {
source: "qrc:/res/ic_add_to_queue_white_48px.svg"
anchors.centerIn: parent
sourceSize {
width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
}
}
iconSource: "qrc:/res/ic_add_to_queue_white_48px.svg"
ToolTip.delay: 1000
ToolTip.timeout: 3000
@@ -251,18 +235,11 @@ ApplicationWindow {
id: updateButton
Image {
source: "qrc:/res/update.svg"
anchors.centerIn: parent
sourceSize {
width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
}
}
iconSource: "qrc:/res/update.svg"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.visible: hovered || visible
// Invisible until we get a callback notifying us that
// an update is available
@@ -291,14 +268,7 @@ ApplicationWindow {
id: helpButton
visible: SystemProperties.hasBrowser
Image {
source: "qrc:/res/question_mark.svg"
anchors.centerIn: parent
sourceSize {
width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
}
}
iconSource: "qrc:/res/question_mark.svg"
ToolTip.delay: 1000
ToolTip.timeout: 3000
@@ -328,14 +298,7 @@ ApplicationWindow {
ToolTip.visible: hovered
ToolTip.text: "Gamepad Mapper"
Image {
source: "qrc:/res/ic_videogame_asset_white_48px.svg"
anchors.centerIn: parent
sourceSize {
width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
}
}
iconSource: "qrc:/res/ic_videogame_asset_white_48px.svg"
onClicked: navigateTo("qrc:/gui/GamepadMapper.qml", "Gamepad Mapping")
@@ -347,14 +310,7 @@ ApplicationWindow {
NavigableToolButton {
id: settingsButton
Image {
source: "qrc:/res/settings.svg"
anchors.centerIn: parent
sourceSize {
width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
}
}
iconSource: "qrc:/res/settings.svg"
onClicked: navigateTo("qrc:/gui/SettingsView.qml", "Settings")
@@ -385,9 +341,9 @@ ApplicationWindow {
}
ErrorMessageDialog {
id: waylandDialog
text: "Moonlight does not support hardware acceleration on Wayland. Continuing on Wayland may result in poor streaming performance. " +
"Please switch to an X session for optimal performance."
id: xWaylandDialog
text: "Hardware acceleration doesn't work on XWayland. Continuing on XWayland may result in poor streaming performance. " +
"Try running with QT_QPA_PLATFORM=wayland or switch to X11."
helpText: "Click the Help button for more information."
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"
}
@@ -419,6 +375,29 @@ ApplicationWindow {
onAccepted: Qt.quit()
}
// HACK: This belongs in StreamSegue but keeping a dialog around after the parent
// dies can trigger bugs in Qt 5.12 that cause the app to crash. For now, we will
// host this dialog in a QML component that is never destroyed.
//
// To repro: Start a stream, cut the network connection to trigger the "Connection
// terminated" dialog, wait until the app grid times out back to the PC grid, then
// try to dismiss the dialog.
ErrorMessageDialog {
id: streamSegueErrorDialog
property bool quitAfter: false
onClosed: {
if (quitAfter) {
Qt.quit()
}
// StreamSegue assumes its dialog will be re-created each time we
// start streaming, so fake it by wiping out the text each time.
text = ""
}
}
NavigableDialog {
id: addPcDialog
property string label: "Enter the IP address of your GameStream PC:"
+8 -36
View File
@@ -10,7 +10,7 @@
SdlGamepadKeyNavigation::SdlGamepadKeyNavigation()
: m_Enabled(false),
m_SettingsMode(false),
m_UiNavMode(false),
m_LastAxisNavigationEventTime(0)
{
m_PollingTimer = new QTimer(this);
@@ -106,7 +106,7 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_DPAD_UP:
if (m_SettingsMode) {
if (m_UiNavMode) {
// Back-tab
sendKey(type, Qt::Key_Tab, Qt::ShiftModifier);
}
@@ -115,7 +115,7 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
if (m_SettingsMode) {
if (m_UiNavMode) {
sendKey(type, Qt::Key_Tab);
}
else {
@@ -124,24 +124,12 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
sendKey(type, Qt::Key_Left);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(type, Qt::Key_Up);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
sendKey(type, Qt::Key_Right);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(type, Qt::Key_Down);
}
break;
case SDL_CONTROLLER_BUTTON_A:
if (m_SettingsMode) {
if (m_UiNavMode) {
sendKey(type, Qt::Key_Space);
}
else {
@@ -183,7 +171,7 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
// Do nothing
}
else if (leftY < -30000) {
if (m_SettingsMode) {
if (m_UiNavMode) {
// Back-tab
sendKey(QEvent::Type::KeyPress, Qt::Key_Tab, Qt::ShiftModifier);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Tab, Qt::ShiftModifier);
@@ -196,7 +184,7 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
else if (leftY > 30000) {
if (m_SettingsMode) {
if (m_UiNavMode) {
sendKey(QEvent::Type::KeyPress, Qt::Key_Tab);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Tab);
}
@@ -210,27 +198,11 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
else if (leftX < -30000) {
sendKey(QEvent::Type::KeyPress, Qt::Key_Left);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Left);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(QEvent::Type::KeyPress, Qt::Key_Up);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Up);
}
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
else if (leftX > 30000) {
sendKey(QEvent::Type::KeyPress, Qt::Key_Right);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Right);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(QEvent::Type::KeyPress, Qt::Key_Down);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Down);
}
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
}
@@ -246,9 +218,9 @@ void SdlGamepadKeyNavigation::sendKey(QEvent::Type type, Qt::Key key, Qt::Keyboa
}
}
void SdlGamepadKeyNavigation::setSettingsMode(bool settingsMode)
void SdlGamepadKeyNavigation::setUiNavMode(bool uiNavMode)
{
m_SettingsMode = settingsMode;
m_UiNavMode = uiNavMode;
}
int SdlGamepadKeyNavigation::getConnectedGamepads()
+2 -2
View File
@@ -18,7 +18,7 @@ public:
Q_INVOKABLE void disable();
Q_INVOKABLE void setSettingsMode(bool settingsMode);
Q_INVOKABLE void setUiNavMode(bool settingsMode);
Q_INVOKABLE int getConnectedGamepads();
@@ -32,6 +32,6 @@ private:
QTimer* m_PollingTimer;
QList<SDL_GameController*> m_Gamepads;
bool m_Enabled;
bool m_SettingsMode;
bool m_UiNavMode;
Uint32 m_LastAxisNavigationEventTime;
};
+44 -13
View File
@@ -290,10 +290,7 @@ int main(int argc, char *argv[])
// password prompts on macOS.
qputenv("QT_SSL_USE_TEMPORARY_KEYCHAIN", "1");
// The debug build of ANGLE on Qt 5.12.2 triggers all sorts of asserts
// even simply creating an empty Qt Quick window and then trying to close
// the program. Avoid using ANGLE for debug builds until the issue is fixed.
#if defined(Q_OS_WIN32) && !defined(QT_DEBUG)
#ifdef Q_OS_WIN32
if (!qEnvironmentVariableIsSet("QT_OPENGL")) {
// On Windows, use ANGLE so we don't have to load OpenGL
// user-mode drivers into our app. OGL drivers (especially Intel)
@@ -312,22 +309,41 @@ int main(int argc, char *argv[])
// Register custom metatypes for use in signals
qRegisterMetaType<NvApp>("NvApp");
SDL_version compileVersion;
SDL_VERSION(&compileVersion);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Compiled with SDL %d.%d.%d",
compileVersion.major, compileVersion.minor, compileVersion.patch);
SDL_version runtimeVersion;
SDL_GetVersion(&runtimeVersion);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Running with SDL %d.%d.%d",
runtimeVersion.major, runtimeVersion.minor, runtimeVersion.patch);
// Allow the display to sleep by default. We will manually use SDL_DisableScreenSaver()
// and SDL_EnableScreenSaver() when appropriate. This hint must be set before
// initializing the SDL video subsystem to have any effect.
SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
// Steam Link requires that we initialize video before creating our
// QGuiApplication in order to configure the framebuffer correctly.
// It's fine to do on other platforms too, and it can save some time
// doing initialization and teardown of the video subsystem after streaming.
if (SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) {
if (SDL_InitSubSystem(SDL_INIT_TIMER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_TIMER) failed: %s",
"SDL_InitSubSystem(SDL_INIT_TIMER) failed: %s",
SDL_GetError());
return -1;
}
#ifdef STEAM_LINK
// Steam Link requires that we initialize video before creating our
// QGuiApplication in order to configure the framebuffer correctly.
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return -1;
}
#endif
// Use atexit() to ensure SDL_Quit() is called. This avoids
// racing with object destruction where SDL may be used.
atexit(SDL_Quit);
@@ -340,8 +356,26 @@ int main(int argc, char *argv[])
// Disable minimize on focus loss by default. Users seem to want this off by default.
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
#ifdef QT_DEBUG
// Allow thread naming using exceptions on debug builds. SDL doesn't use SEH
// when throwing the exceptions, so we don't enable it for release builds out
// of caution.
SDL_SetHint(SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING, "0");
#endif
QGuiApplication app(argc, argv);
// After the QGuiApplication is created, the platform stuff will be initialized
// and we can set the SDL video driver to match Qt.
if (qgetenv("XDG_SESSION_TYPE") == "wayland" && QGuiApplication::platformName() == "xcb") {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Detected XWayland. This will probably break hardware decoding! Try running with QT_QPA_PLATFORM=wayland or switch to X11.");
}
else if (QGuiApplication::platformName().startsWith("wayland")) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Detected Wayland. Performance may be worse than X11.");
qputenv("SDL_VIDEODRIVER", "wayland");
}
#ifdef STEAM_LINK
// Qt 5.9 from the Steam Link SDK is not able to load any fonts
// since the Steam Link doesn't include any of the ones it looks
@@ -413,9 +447,6 @@ int main(int argc, char *argv[])
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_UNIVERSAL_THEME")) {
qputenv("QT_QUICK_CONTROLS_UNIVERSAL_THEME", "Dark");
}
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_1_STYLE")) {
qputenv("QT_QUICK_CONTROLS_1_STYLE", "Base");
}
QQmlApplicationEngine engine;
QString initialView;
+13 -1
View File
@@ -23,6 +23,8 @@
#define SER_STARTWINDOWED "startwindowed"
#define SER_FRAMEPACING "framepacing"
#define SER_CONNWARNINGS "connwarnings"
#define SER_RICHPRESENCE "richpresence"
#define SER_GAMEPADMOUSE "gamepadmouse"
StreamingPreferences::StreamingPreferences(QObject *parent)
: QObject(parent)
@@ -34,6 +36,12 @@ void StreamingPreferences::reload()
{
QSettings settings;
#ifdef Q_OS_DARWIN
recommendedFullScreenMode = WindowMode::WM_FULLSCREEN_DESKTOP;
#else
recommendedFullScreenMode = WindowMode::WM_FULLSCREEN;
#endif
width = settings.value(SER_WIDTH, 1280).toInt();
height = settings.value(SER_HEIGHT, 720).toInt();
fps = settings.value(SER_FPS, 60).toInt();
@@ -49,6 +57,8 @@ void StreamingPreferences::reload()
startWindowed = settings.value(SER_STARTWINDOWED, false).toBool();
framePacing = settings.value(SER_FRAMEPACING, false).toBool();
connectionWarnings = settings.value(SER_CONNWARNINGS, true).toBool();
richPresence = settings.value(SER_RICHPRESENCE, true).toBool();
gamepadMouse = settings.value(SER_GAMEPADMOUSE, true).toBool();
audioConfig = static_cast<AudioConfig>(settings.value(SER_AUDIOCFG,
static_cast<int>(AudioConfig::AC_STEREO)).toInt());
videoCodecConfig = static_cast<VideoCodecConfig>(settings.value(SER_VIDEOCFG,
@@ -58,7 +68,7 @@ void StreamingPreferences::reload()
windowMode = static_cast<WindowMode>(settings.value(SER_WINDOWMODE,
// Try to load from the old preference value too
static_cast<int>(settings.value(SER_FULLSCREEN, true).toBool() ?
WindowMode::WM_FULLSCREEN : WindowMode::WM_WINDOWED)).toInt());
recommendedFullScreenMode : WindowMode::WM_WINDOWED)).toInt());
}
void StreamingPreferences::save()
@@ -80,6 +90,8 @@ void StreamingPreferences::save()
settings.setValue(SER_STARTWINDOWED, startWindowed);
settings.setValue(SER_FRAMEPACING, framePacing);
settings.setValue(SER_CONNWARNINGS, connectionWarnings);
settings.setValue(SER_RICHPRESENCE, richPresence);
settings.setValue(SER_GAMEPADMOUSE, gamepadMouse);
settings.setValue(SER_AUDIOCFG, static_cast<int>(audioConfig));
settings.setValue(SER_VIDEOCFG, static_cast<int>(videoCodecConfig));
settings.setValue(SER_VIDEODEC, static_cast<int>(videoDecoderSelection));
+8
View File
@@ -64,10 +64,13 @@ public:
Q_PROPERTY(bool startWindowed MEMBER startWindowed NOTIFY startWindowedChanged)
Q_PROPERTY(bool framePacing MEMBER framePacing NOTIFY framePacingChanged)
Q_PROPERTY(bool connectionWarnings MEMBER connectionWarnings NOTIFY connectionWarningsChanged)
Q_PROPERTY(bool richPresence MEMBER richPresence NOTIFY richPresenceChanged)
Q_PROPERTY(bool gamepadMouse MEMBER gamepadMouse NOTIFY gamepadMouseChanged)
Q_PROPERTY(AudioConfig audioConfig MEMBER audioConfig NOTIFY audioConfigChanged)
Q_PROPERTY(VideoCodecConfig videoCodecConfig MEMBER videoCodecConfig NOTIFY videoCodecConfigChanged)
Q_PROPERTY(VideoDecoderSelection videoDecoderSelection MEMBER videoDecoderSelection NOTIFY videoDecoderSelectionChanged)
Q_PROPERTY(WindowMode windowMode MEMBER windowMode NOTIFY windowModeChanged)
Q_PROPERTY(WindowMode recommendedFullScreenMode MEMBER recommendedFullScreenMode CONSTANT)
// Directly accessible members for preferences
int width;
@@ -85,10 +88,13 @@ public:
bool startWindowed;
bool framePacing;
bool connectionWarnings;
bool richPresence;
bool gamepadMouse;
AudioConfig audioConfig;
VideoCodecConfig videoCodecConfig;
VideoDecoderSelection videoDecoderSelection;
WindowMode windowMode;
WindowMode recommendedFullScreenMode;
signals:
void displayModeChanged();
@@ -108,5 +114,7 @@ signals:
void startWindowedChanged();
void framePacingChanged();
void connectionWarningsChanged();
void richPresenceChanged();
void gamepadMouseChanged();
};
+126 -43
View File
@@ -13,34 +13,106 @@
#include <Limelight.h>
IAudioRenderer* Session::createAudioRenderer()
{
#if defined(HAVE_SOUNDIO)
if (qgetenv("ML_AUDIO") == "SDL") {
return new SdlAudioRenderer();
}
return new SoundIoAudioRenderer();
#elif defined(HAVE_SLAUDIO)
return new SLAudioRenderer();
#else
return new SdlAudioRenderer();
#endif
#define TRY_INIT_RENDERER(renderer, opusConfig) \
{ \
IAudioRenderer* __renderer = new renderer(); \
if (__renderer->prepareForPlayback(opusConfig)) \
return __renderer; \
delete __renderer; \
}
bool Session::testAudio(int audioConfiguration)
IAudioRenderer* Session::createAudioRenderer(const POPUS_MULTISTREAM_CONFIGURATION opusConfig)
{
IAudioRenderer* audioRenderer;
audioRenderer = createAudioRenderer();
if (audioRenderer == nullptr) {
return false;
// Handle explicit ML_AUDIO setting and fail if the requested backend fails
QString mlAudio = qgetenv("ML_AUDIO").toLower();
if (mlAudio == "sdl") {
TRY_INIT_RENDERER(SdlAudioRenderer, opusConfig)
return nullptr;
}
#ifdef HAVE_SOUNDIO
else if (mlAudio == "libsoundio") {
TRY_INIT_RENDERER(SoundIoAudioRenderer, opusConfig)
return nullptr;
}
#endif
#if defined(HAVE_SLAUDIO)
else if (mlAudio == "slaudio") {
TRY_INIT_RENDERER(SLAudioRenderer, opusConfig)
return nullptr;
}
#endif
else if (!mlAudio.isEmpty()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unknown audio backend: %s",
SDL_getenv("ML_AUDIO"));
return nullptr;
}
// -------------- Automatic backend selection below this line ---------------
#if defined(HAVE_SLAUDIO)
// Steam Link should always have SLAudio
TRY_INIT_RENDERER(SLAudioRenderer, opusConfig)
#endif
#if !defined(Q_OS_WIN32) && !defined(Q_OS_DARWIN)
// Linux defaults to SDL due to persistent glitching issues under libsoundio.
// Platforms that libsoundio doesn't support also default to SDL.
TRY_INIT_RENDERER(SdlAudioRenderer, opusConfig)
#ifdef HAVE_SOUNDIO
TRY_INIT_RENDERER(SoundIoAudioRenderer, opusConfig)
#endif
#else
// Windows and macOS default to libsoundio and fall back to SDL
#ifdef HAVE_SOUNDIO
TRY_INIT_RENDERER(SoundIoAudioRenderer, opusConfig)
#endif
TRY_INIT_RENDERER(SdlAudioRenderer, opusConfig)
#endif
return nullptr;
}
int Session::getAudioRendererCapabilities(int audioConfiguration)
{
// Build a fake OPUS_MULTISTREAM_CONFIGURATION to give
// the renderer the channel count and sample rate.
OPUS_MULTISTREAM_CONFIGURATION opusConfig = {};
opusConfig.sampleRate = 48000;
opusConfig.samplesPerFrame = 240;
switch (audioConfiguration)
{
case AUDIO_CONFIGURATION_STEREO:
opusConfig.channelCount = 2;
break;
case AUDIO_CONFIGURATION_51_SURROUND:
opusConfig.channelCount = 6;
break;
default:
SDL_assert(false);
return 0;
}
IAudioRenderer* audioRenderer = createAudioRenderer(&opusConfig);
if (audioRenderer == nullptr) {
return 0;
}
int caps = audioRenderer->getCapabilities();
delete audioRenderer;
return caps;
}
bool Session::testAudio(int audioConfiguration)
{
// Build a fake OPUS_MULTISTREAM_CONFIGURATION to give
// the renderer the channel count and sample rate.
OPUS_MULTISTREAM_CONFIGURATION opusConfig = {};
opusConfig.sampleRate = 48000;
opusConfig.samplesPerFrame = 240;
switch (audioConfiguration)
{
@@ -55,11 +127,14 @@ bool Session::testAudio(int audioConfiguration)
return false;
}
bool ret = audioRenderer->prepareForPlayback(&opusConfig);
IAudioRenderer* audioRenderer = createAudioRenderer(&opusConfig);
if (audioRenderer == nullptr) {
return false;
}
delete audioRenderer;
return ret;
return true;
}
int Session::arInit(int /* audioConfiguration */,
@@ -84,9 +159,8 @@ int Session::arInit(int /* audioConfiguration */,
return -1;
}
s_ActiveSession->m_AudioRenderer = s_ActiveSession->createAudioRenderer();
if (!s_ActiveSession->m_AudioRenderer->prepareForPlayback(opusConfig)) {
delete s_ActiveSession->m_AudioRenderer;
s_ActiveSession->m_AudioRenderer = s_ActiveSession->createAudioRenderer(opusConfig);
if (s_ActiveSession->m_AudioRenderer == nullptr) {
opus_multistream_decoder_destroy(s_ActiveSession->m_OpusDecoder);
return -2;
}
@@ -111,8 +185,11 @@ void Session::arDecodeAndPlaySample(char* sampleData, int sampleLength)
{
int samplesDecoded;
// Set this thread to high priority to reduce
// the chance of missing our sample delivery time
#ifndef STEAM_LINK
// Set this thread to high priority to reduce the chance of missing
// our sample delivery time. On Steam Link, this causes starvation
// of other threads due to severely restricted CPU time available,
// so we will skip it on that platform.
if (s_ActiveSession->m_AudioSampleCount == 0) {
if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
@@ -120,6 +197,7 @@ void Session::arDecodeAndPlaySample(char* sampleData, int sampleLength)
SDL_GetError());
}
}
#endif
// See if we need to drop this sample
if (s_ActiveSession->m_DropAudioEndTime != 0) {
@@ -139,25 +217,34 @@ void Session::arDecodeAndPlaySample(char* sampleData, int sampleLength)
s_ActiveSession->m_AudioSampleCount++;
if (s_ActiveSession->m_AudioRenderer != nullptr) {
int desiredSize = sizeof(short) * s_ActiveSession->m_AudioConfig.samplesPerFrame * s_ActiveSession->m_AudioConfig.channelCount;
void* buffer = s_ActiveSession->m_AudioRenderer->getAudioBuffer(&desiredSize);
if (buffer == nullptr) {
return;
}
samplesDecoded = opus_multistream_decode(s_ActiveSession->m_OpusDecoder,
(unsigned char*)sampleData,
sampleLength,
s_ActiveSession->m_OpusDecodeBuffer,
SAMPLES_PER_FRAME,
(short*)buffer,
desiredSize / sizeof(short) / s_ActiveSession->m_AudioConfig.channelCount,
0);
// Update desiredSize with the number of bytes actually populated by the decoding operation
if (samplesDecoded > 0) {
if (!s_ActiveSession->m_AudioRenderer->submitAudio(s_ActiveSession->m_OpusDecodeBuffer,
static_cast<int>(
sizeof(short) *
samplesDecoded *
s_ActiveSession->m_AudioConfig.channelCount))) {
SDL_assert(desiredSize >= sizeof(short) * samplesDecoded * s_ActiveSession->m_AudioConfig.channelCount);
desiredSize = sizeof(short) * samplesDecoded * s_ActiveSession->m_AudioConfig.channelCount;
}
else {
desiredSize = 0;
}
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Reinitializing audio renderer after failure");
if (!s_ActiveSession->m_AudioRenderer->submitAudio(desiredSize)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Reinitializing audio renderer after failure");
delete s_ActiveSession->m_AudioRenderer;
s_ActiveSession->m_AudioRenderer = nullptr;
}
delete s_ActiveSession->m_AudioRenderer;
s_ActiveSession->m_AudioRenderer = nullptr;
}
}
@@ -171,11 +258,7 @@ void Session::arDecodeAndPlaySample(char* sampleData, int sampleLength)
// so we return to real-time playback and don't accumulate latency.
Uint32 audioReinitStartTime = SDL_GetTicks();
s_ActiveSession->m_AudioRenderer = s_ActiveSession->createAudioRenderer();
if (!s_ActiveSession->m_AudioRenderer->prepareForPlayback(&s_ActiveSession->m_AudioConfig)) {
delete s_ActiveSession->m_AudioRenderer;
s_ActiveSession->m_AudioRenderer = nullptr;
}
s_ActiveSession->m_AudioRenderer = s_ActiveSession->createAudioRenderer(&s_ActiveSession->m_AudioConfig);
Uint32 audioReinitStopTime = SDL_GetTicks();
+5 -4
View File
@@ -2,9 +2,6 @@
#include <Limelight.h>
#define MAX_CHANNELS 6
#define SAMPLES_PER_FRAME 240
class IAudioRenderer
{
public:
@@ -12,6 +9,10 @@ public:
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig) = 0;
virtual void* getAudioBuffer(int* size) = 0;
// Return false if an unrecoverable error has occurred and the renderer must be reinitialized
virtual bool submitAudio(short* audioBuffer, int audioSize) = 0;
virtual bool submitAudio(int bytesWritten) = 0;
virtual int getCapabilities() = 0;
};
+8 -1
View File
@@ -12,8 +12,15 @@ public:
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
virtual bool submitAudio(short* audioBuffer, int audioSize);
virtual void* getAudioBuffer(int* size);
virtual bool submitAudio(int bytesWritten);
virtual int getCapabilities();
private:
SDL_AudioDeviceID m_AudioDevice;
void* m_AudioBuffer;
int m_FrameDurationMs;
int m_FrameSize;
};
+47 -5
View File
@@ -6,7 +6,8 @@
#include <QtGlobal>
SdlAudioRenderer::SdlAudioRenderer()
: m_AudioDevice(0)
: m_AudioDevice(0),
m_AudioBuffer(nullptr)
{
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
@@ -30,14 +31,23 @@ bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION*
// frames contain a non-power of 2 number of samples,
// so the slop would require buffering another full frame.
// Specifying non-Po2 seems to work for our supported platforms.
want.samples = SAMPLES_PER_FRAME;
want.samples = opusConfig->samplesPerFrame;
m_FrameSize = opusConfig->samplesPerFrame * sizeof(short) * opusConfig->channelCount;
m_FrameDurationMs = opusConfig->samplesPerFrame / 48;
m_AudioDevice = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if (m_AudioDevice == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open audio device: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_AUDIO);
return false;
}
m_AudioBuffer = malloc(m_FrameSize);
if (m_AudioBuffer == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to allocate audio buffer");
return false;
}
@@ -65,13 +75,39 @@ SdlAudioRenderer::~SdlAudioRenderer()
SDL_CloseAudioDevice(m_AudioDevice);
}
if (m_AudioBuffer != nullptr) {
free(m_AudioBuffer);
}
SDL_QuitSubSystem(SDL_INIT_AUDIO);
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
}
bool SdlAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
void* SdlAudioRenderer::getAudioBuffer(int*)
{
if (SDL_QueueAudio(m_AudioDevice, audioBuffer, audioSize) < 0) {
return m_AudioBuffer;
}
bool SdlAudioRenderer::submitAudio(int bytesWritten)
{
if (bytesWritten == 0) {
// Nothing to do
return true;
}
// Don't queue if there's already more than 30 ms of audio data waiting
// in Moonlight's audio queue.
if (LiGetPendingAudioFrames() * m_FrameDurationMs > 30) {
return true;
}
// Provide backpressure on the queue to ensure too many frames don't build up
// in SDL's audio queue.
while (SDL_GetQueuedAudioSize(m_AudioDevice) / m_FrameSize > 10) {
SDL_Delay(1);
}
if (SDL_QueueAudio(m_AudioDevice, m_AudioBuffer, bytesWritten) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to queue audio sample: %s",
SDL_GetError());
@@ -79,3 +115,9 @@ bool SdlAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
return true;
}
int SdlAudioRenderer::getCapabilities()
{
// Direct submit can't be used because we use LiGetPendingAudioFrames()
return 0;
}
+72 -7
View File
@@ -4,8 +4,10 @@
SLAudioRenderer::SLAudioRenderer()
: m_AudioContext(nullptr),
m_AudioStream(nullptr)
m_AudioStream(nullptr),
m_AudioBuffer(nullptr)
{
SLAudio_SetLogFunction(SLAudioRenderer::slLogCallback, nullptr);
}
bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
@@ -17,10 +19,16 @@ bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* o
return false;
}
// This number is pretty conservative (especially for surround), but
// it's hard to avoid since we get crushed by CPU limitations.
m_MaxQueuedAudioMs = 40 * opusConfig->channelCount / 2;
m_FrameDuration = opusConfig->samplesPerFrame / 48;
m_AudioBufferSize = opusConfig->samplesPerFrame * sizeof(short) * opusConfig->channelCount;
m_AudioStream = SLAudio_CreateStream(m_AudioContext,
opusConfig->sampleRate,
opusConfig->channelCount,
SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount,
m_AudioBufferSize,
1);
if (m_AudioStream == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -29,13 +37,30 @@ bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* o
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using SLAudio renderer");
"Using SLAudio renderer with %d ms frames",
m_FrameDuration);
return true;
}
void* SLAudioRenderer::getAudioBuffer(int* size)
{
SDL_assert(*size == m_AudioBufferSize);
if (m_AudioBuffer == nullptr) {
m_AudioBuffer = SLAudio_BeginFrame(m_AudioStream);
}
return m_AudioBuffer;
}
SLAudioRenderer::~SLAudioRenderer()
{
if (m_AudioBuffer != nullptr) {
memset(m_AudioBuffer, 0, m_AudioBufferSize);
SLAudio_SubmitFrame(m_AudioStream);
}
if (m_AudioStream != nullptr) {
SLAudio_FreeStream(m_AudioStream);
}
@@ -45,14 +70,54 @@ SLAudioRenderer::~SLAudioRenderer()
}
}
bool SLAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
bool SLAudioRenderer::submitAudio(int bytesWritten)
{
void* outputBuffer = SLAudio_BeginFrame(m_AudioStream);
if (bytesWritten == 0) {
// This buffer will be reused next time
return true;
}
if (outputBuffer != nullptr) {
memcpy(outputBuffer, audioBuffer, audioSize);
if (LiGetPendingAudioFrames() * m_FrameDuration < m_MaxQueuedAudioMs) {
SLAudio_SubmitFrame(m_AudioStream);
m_AudioBuffer = nullptr;
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Too many queued audio frames: %d",
LiGetPendingAudioFrames());
}
return true;
}
int SLAudioRenderer::getCapabilities()
{
return CAPABILITY_SLOW_OPUS_DECODER;
}
void SLAudioRenderer::slLogCallback(void*, ESLAudioLog logLevel, const char *message)
{
SDL_LogPriority priority;
switch (logLevel)
{
case k_ESLAudioLogError:
priority = SDL_LOG_PRIORITY_ERROR;
break;
case k_ESLAudioLogWarning:
priority = SDL_LOG_PRIORITY_WARN;
break;
case k_ESLAudioLogInfo:
priority = SDL_LOG_PRIORITY_INFO;
break;
default:
case k_ESLAudioLogDebug:
priority = SDL_LOG_PRIORITY_DEBUG;
break;
}
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION,
priority,
"SLAudio: %s",
message);
}
+12 -1
View File
@@ -12,9 +12,20 @@ public:
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
virtual bool submitAudio(short* audioBuffer, int audioSize);
virtual void* getAudioBuffer(int* size);
virtual bool submitAudio(int bytesWritten);
virtual int getCapabilities();
private:
static void slLogCallback(void* context, ESLAudioLog logLevel, const char* message);
CSLAudioContext* m_AudioContext;
CSLAudioStream* m_AudioStream;
void* m_AudioBuffer;
int m_AudioBufferSize;
int m_FrameDuration;
int m_MaxQueuedAudioMs;
};
@@ -260,7 +260,7 @@ bool SoundIoAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATI
m_RingBuffer = soundio_ring_buffer_create(m_SoundIo,
m_OutputStream->bytes_per_sample *
m_OpusChannelCount *
SAMPLES_PER_FRAME *
opusConfig->samplesPerFrame *
packetsToBuffer);
if (m_RingBuffer == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -284,15 +284,8 @@ bool SoundIoAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATI
return true;
}
bool SoundIoAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
void* SoundIoAudioRenderer::getAudioBuffer(int* size)
{
if (m_Errored) {
return false;
}
// Flush events to update with new device arrivals
soundio_flush_events(m_SoundIo);
// We must always write a full frame of audio. If we don't,
// the reader will get out of sync with the writer and our
// channels will get all mixed up. To ensure this is always
@@ -300,13 +293,35 @@ bool SoundIoAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
// of our frame size.
int bytesFree = soundio_ring_buffer_free_count(m_RingBuffer);
int bytesPerFrame = m_OpusChannelCount * m_OutputStream->bytes_per_sample;
int bytesToWrite = qMin(audioSize, (bytesFree / bytesPerFrame) * bytesPerFrame);
memcpy(soundio_ring_buffer_write_ptr(m_RingBuffer), audioBuffer, bytesToWrite);
soundio_ring_buffer_advance_write_ptr(m_RingBuffer, bytesToWrite);
*size = qMin(*size, (bytesFree / bytesPerFrame) * bytesPerFrame);
return soundio_ring_buffer_write_ptr(m_RingBuffer);
}
bool SoundIoAudioRenderer::submitAudio(int bytesWritten)
{
if (m_Errored) {
return false;
}
if (bytesWritten == 0) {
// Nothing to do
return true;
}
// Flush events to update with new device arrivals
soundio_flush_events(m_SoundIo);
// Advance the write pointer
soundio_ring_buffer_advance_write_ptr(m_RingBuffer, bytesWritten);
return true;
}
int SoundIoAudioRenderer::getCapabilities()
{
return CAPABILITY_DIRECT_SUBMIT;
}
void SoundIoAudioRenderer::sioErrorCallback(SoundIoOutStream* stream, int err)
{
auto me = reinterpret_cast<SoundIoAudioRenderer*>(stream->userdata);
@@ -371,15 +386,19 @@ void SoundIoAudioRenderer::sioWriteCallback(SoundIoOutStream* stream, int frameC
(me->m_OpusChannelCount * stream->bytes_per_sample);
int bytesRead = 0;
// Clamp framesLeft to frameCountMax
framesLeft = qMin(framesLeft, frameCountMax);
// Ensure we always write at least a buffer, even if it's silence, to avoid
// busy looping when no audio data is available while libsoundio tries to keep
// us from starving the output device.
frameCountMin = qMax(frameCountMin, (int)(stream->sample_rate * k_MinSampleLengthSec));
// Clamp frameCountMax to minSampleLen * 4 to stop our latency from growing if audio packets lag.
// This makes sure that we never increase our latency far beyond what the sink is consuming.
frameCountMax = qMin(frameCountMax, (int)(stream->sample_rate * k_MinSampleLengthSec) * 4);
frameCountMin = qMin(frameCountMin, frameCountMax);
// Clamp framesLeft to frameCountMax
framesLeft = qMin(framesLeft, frameCountMax);
// Track latency on queueing-based backends
if (me->m_SoundIo->current_backend != SoundIoBackendCoreAudio && me->m_SoundIo->current_backend != SoundIoBackendJack) {
soundio_outstream_get_latency(stream, &me->m_Latency);
@@ -13,7 +13,11 @@ public:
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
virtual bool submitAudio(short* audioBuffer, int audioSize);
virtual void* getAudioBuffer(int* size);
virtual bool submitAudio(int bytesWritten);
virtual int getCapabilities();
private:
int scoreChannelLayout(const struct SoundIoChannelLayout* layout, const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
+258 -39
View File
@@ -5,6 +5,7 @@
#include "path.h"
#include <QtGlobal>
#include <QtMath>
#include <QDir>
#define VK_0 0x30
@@ -28,6 +29,18 @@
// How far the finger can move before it cancels a drag or tap
#define DEAD_ZONE_DELTA 0.1f
// How long the Start button must be pressed to toggle mouse emulation
#define MOUSE_EMULATION_LONG_PRESS_TIME 750
// How long between polling the gamepad to send virtual mouse input
#define MOUSE_EMULATION_POLLING_INTERVAL 50
// Determines how fast the mouse will move each interval
#define MOUSE_EMULATION_MOTION_MULTIPLIER 4
// Determines the maximum motion amount before allowing movement
#define MOUSE_EMULATION_DEADZONE 2
const int SdlInputHandler::k_ButtonMap[] = {
A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
@@ -38,7 +51,9 @@ const int SdlInputHandler::k_ButtonMap[] = {
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int streamWidth, int streamHeight)
: m_MultiController(prefs.multiController),
m_GamepadMouse(prefs.gamepadMouse),
m_MouseMoveTimer(0),
m_FakeCaptureActive(false),
m_LeftButtonReleaseTimer(0),
m_RightButtonReleaseTimer(0),
m_DragTimer(0),
@@ -58,6 +73,15 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
prefs.mouseAcceleration ? "1" : "0",
SDL_HINT_OVERRIDE);
#if defined(Q_OS_DARWIN) && !SDL_VERSION_ATLEAST(2, 0, 10)
// SDL 2.0.9 on macOS has a broken HIDAPI mapping for the older Xbox One S
// firmware, so we have to disable HIDAPI for Xbox gamepads on macOS until
// SDL 2.0.10 where the bug is fixed.
// https://github.com/moonlight-stream/moonlight-qt/issues/133
// https://bugzilla.libsdl.org/show_bug.cgi?id=4395
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0");
#endif
// We must initialize joystick explicitly before gamecontroller in order
// to ensure we receive gamecontroller attach events for gamepads where
// SDL doesn't have a built-in mapping. By starting joystick first, we
@@ -73,6 +97,12 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
MappingManager mappingManager;
mappingManager.applyMappings();
// Flush gamepad arrival and departure events which may be queued before
// starting the gamecontroller subsystem again. This prevents us from
// receiving duplicate arrival and departure events for the same gamepad.
SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
SDL_FlushEvent(SDL_CONTROLLERDEVICEREMOVED);
// We need to reinit this each time, since you only get
// an initial set of gamepad arrival events once per init.
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
@@ -107,6 +137,10 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
SdlInputHandler::~SdlInputHandler()
{
for (int i = 0; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].mouseEmulationTimer != 0) {
Session::get()->notifyMouseEmulationMode(false);
SDL_RemoveTimer(m_GamepadState[i].mouseEmulationTimer);
}
if (m_GamepadState[i].haptic != nullptr) {
SDL_HapticClose(m_GamepadState[i].haptic);
}
@@ -131,6 +165,14 @@ SdlInputHandler::~SdlInputHandler()
// Return background event handling to off
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
#ifdef STEAM_LINK
// Hide SDL's cursor on Steam Link after quitting the stream.
// FIXME: We should also do this for other situations where SDL
// and Qt will draw their own mouse cursors like KMSDRM or RPi
// video backends.
SDL_ShowCursor(SDL_DISABLE);
#endif
}
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
@@ -172,7 +214,7 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
"Detected mouse capture toggle combo (SDLK)");
// Stop handling future input
SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
@@ -220,7 +262,7 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
"Detected mouse capture toggle combo (scancode)");
// Stop handling future input
SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
@@ -253,7 +295,7 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
}
}
if (!SDL_GetRelativeMouseMode()) {
if (!isCaptureActive()) {
// Not capturing
return;
}
@@ -499,11 +541,11 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
// the pressed event was consumed by this code).
if (event->button == SDL_BUTTON_LEFT &&
event->state == SDL_RELEASED &&
!SDL_GetRelativeMouseMode()) {
SDL_SetRelativeMouseMode(SDL_TRUE);
!isCaptureActive()) {
setCaptureActive(true);
return;
}
else if (!SDL_GetRelativeMouseMode()) {
else if (!isCaptureActive()) {
// Not capturing
return;
}
@@ -544,7 +586,7 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
{
if (!SDL_GetRelativeMouseMode()) {
if (!isCaptureActive()) {
// Not capturing
return;
}
@@ -561,7 +603,7 @@ void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
{
if (!SDL_GetRelativeMouseMode()) {
if (!isCaptureActive()) {
// Not capturing
return;
}
@@ -650,46 +692,103 @@ Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
return interval;
}
Uint32 SdlInputHandler::mouseEmulationTimerCallback(Uint32 interval, void *param)
{
auto gamepad = reinterpret_cast<GamepadState*>(param);
short rawX;
short rawY;
// Determine which analog stick is currently receiving the strongest input
if ((uint32_t)qAbs(gamepad->lsX) + qAbs(gamepad->lsY) > (uint32_t)qAbs(gamepad->rsX) + qAbs(gamepad->rsY)) {
rawX = gamepad->lsX;
rawY = -gamepad->lsY;
}
else {
rawX = gamepad->rsX;
rawY = -gamepad->rsY;
}
float deltaX;
float deltaY;
// Produce a base vector for mouse movement with increased speed as we deviate further from center
deltaX = qPow(rawX / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
deltaY = qPow(rawY / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
// Enforce deadzones
deltaX = qAbs(deltaX) > MOUSE_EMULATION_DEADZONE ? deltaX - MOUSE_EMULATION_DEADZONE : 0;
deltaY = qAbs(deltaY) > MOUSE_EMULATION_DEADZONE ? deltaY - MOUSE_EMULATION_DEADZONE : 0;
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent((short)deltaX, (short)deltaY);
}
return interval;
}
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
{
GamepadState* state = findStateForGamepad(event->which);
SDL_JoystickID gameControllerId = event->which;
GamepadState* state = findStateForGamepad(gameControllerId);
if (state == NULL) {
return;
}
switch (event->axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
state->lsX = event->value;
// Batch all pending axis motion events for this gamepad to save CPU time
SDL_Event nextEvent;
for (;;) {
switch (event->axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
state->lsX = event->value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
// Signed values have one more negative value than
// positive value, so inverting the sign on -32768
// could actually cause the value to overflow and
// wrap around to be negative again. Avoid that by
// capping the value at 32767.
state->lsY = -qMax(event->value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
state->rsX = event->value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
state->rsY = -qMax(event->value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
state->lt = (unsigned char)(event->value * 255UL / 32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
state->rt = (unsigned char)(event->value * 255UL / 32767);
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled controller axis: %d",
event->axis);
return;
}
// Check for another event to batch with
if (SDL_PeepEvents(&nextEvent, 1, SDL_PEEKEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION) <= 0) {
break;
case SDL_CONTROLLER_AXIS_LEFTY:
// Signed values have one more negative value than
// positive value, so inverting the sign on -32768
// could actually cause the value to overflow and
// wrap around to be negative again. Avoid that by
// capping the value at 32767.
state->lsY = -qMax(event->value, (short)-32767);
}
event = &nextEvent.caxis;
if (event->which != gameControllerId) {
// Stop batching if a different gamepad interrupts us
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
state->rsX = event->value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
state->rsY = -qMax(event->value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
state->lt = (unsigned char)(event->value * 255UL / 32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
state->rt = (unsigned char)(event->value * 255UL / 32767);
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled controller axis: %d",
event->axis);
return;
}
// Remove the next event to batch
SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION);
}
sendGamepadState(state);
// Only send the gamepad state to the host if it's not in mouse emulation mode
if (state->mouseEmulationTimer == 0) {
sendGamepadState(state);
}
}
void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
@@ -701,9 +800,76 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
if (event->state == SDL_PRESSED) {
state->buttons |= k_ButtonMap[event->button];
if (event->button == SDL_CONTROLLER_BUTTON_START) {
state->lastStartDownTime = SDL_GetTicks();
}
else if (state->mouseEmulationTimer != 0) {
if (event->button == SDL_CONTROLLER_BUTTON_A) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_MIDDLE);
}
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X2);
}
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_UP) {
LiSendScrollEvent(1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_DOWN) {
LiSendScrollEvent(-1);
}
}
}
else {
state->buttons &= ~k_ButtonMap[event->button];
if (event->button == SDL_CONTROLLER_BUTTON_START) {
if (SDL_GetTicks() - state->lastStartDownTime > MOUSE_EMULATION_LONG_PRESS_TIME) {
if (state->mouseEmulationTimer != 0) {
SDL_RemoveTimer(state->mouseEmulationTimer);
state->mouseEmulationTimer = 0;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Mouse emulation deactivated");
Session::get()->notifyMouseEmulationMode(false);
}
else if (m_GamepadMouse) {
// Send the start button up event to the host, since we won't do it below
sendGamepadState(state);
state->mouseEmulationTimer = SDL_AddTimer(MOUSE_EMULATION_POLLING_INTERVAL, SdlInputHandler::mouseEmulationTimerCallback, state);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Mouse emulation active");
Session::get()->notifyMouseEmulationMode(true);
}
}
}
else if (state->mouseEmulationTimer != 0) {
if (event->button == SDL_CONTROLLER_BUTTON_A) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_MIDDLE);
}
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
}
}
}
// Handle Start+Select+L1+R1 as a gamepad quit combo
@@ -723,7 +889,10 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
return;
}
sendGamepadState(state);
// Only send the gamepad state to the host if it's not in mouse emulation mode
if (state->mouseEmulationTimer == 0) {
sendGamepadState(state);
}
}
void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
@@ -753,6 +922,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
i = 0;
for (; i < MAX_GAMEPADS; i++) {
SDL_assert(m_GamepadState[i].controller != controller);
if (m_GamepadState[i].controller == NULL) {
// Found an empty slot
break;
@@ -828,6 +998,11 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
state = findStateForGamepad(event->which);
if (state != NULL) {
if (state->mouseEmulationTimer != 0) {
Session::get()->notifyMouseEmulationMode(false);
SDL_RemoveTimer(state->mouseEmulationTimer);
}
SDL_GameControllerClose(state->controller);
if (state->haptic != nullptr) {
SDL_HapticClose(state->haptic);
@@ -942,6 +1117,21 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
{
int fingerIndex = -1;
#if SDL_VERSION_ATLEAST(2, 0, 10)
if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
// Ignore anything that isn't a touchscreen. We may get callbacks
// for trackpads, but we want to handle those in the mouse path.
return;
}
#elif defined(Q_OS_DARWIN)
// SDL2 sends touch events from trackpads by default on
// macOS. This totally screws our actual mouse handling,
// so we must explicitly ignore touch events on macOS
// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
// to tell them apart.
return;
#endif
// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
// or lower than those values as touch events continue for touches started within the client area that
@@ -1110,6 +1300,35 @@ void SdlInputHandler::raiseAllKeys()
m_KeysDown.clear();
}
bool SdlInputHandler::isCaptureActive()
{
if (SDL_GetRelativeMouseMode()) {
return true;
}
// Some platforms don't support SDL_SetRelativeMouseMode
return m_FakeCaptureActive;
}
void SdlInputHandler::setCaptureActive(bool active)
{
if (active) {
// Try to activate SDL's relative mouse mode
if (SDL_SetRelativeMouseMode(SDL_TRUE) < 0) {
// Relative mouse mode didn't work, so we'll use fake capture
SDL_ShowCursor(SDL_DISABLE);
m_FakeCaptureActive = true;
}
}
else if (m_FakeCaptureActive) {
SDL_ShowCursor(SDL_ENABLE);
m_FakeCaptureActive = false;
}
else {
SDL_SetRelativeMouseMode(SDL_FALSE);
}
}
QString SdlInputHandler::getUnmappedGamepads()
{
QString ret;
+12
View File
@@ -13,6 +13,9 @@ struct GamepadState {
int hapticEffectId;
short index;
SDL_TimerID mouseEmulationTimer;
uint32_t lastStartDownTime;
short buttons;
short lsX, lsY;
short rsX, rsY;
@@ -61,6 +64,10 @@ public:
void raiseAllKeys();
bool isCaptureActive();
void setCaptureActive(bool active);
static
QString getUnmappedGamepads();
@@ -82,13 +89,18 @@ private:
static
Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
bool m_MultiController;
bool m_GamepadMouse;
SDL_TimerID m_MouseMoveTimer;
SDL_atomic_t m_MouseDeltaX;
SDL_atomic_t m_MouseDeltaY;
int m_GamepadMask;
GamepadState m_GamepadState[MAX_GAMEPADS];
QSet<short> m_KeysDown;
bool m_FakeCaptureActive;
SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
float m_CumulativeDelta[MAX_FINGERS];
+103 -43
View File
@@ -1,6 +1,7 @@
#include "session.h"
#include "settings/streamingpreferences.h"
#include "streaming/streamutils.h"
#include "backend/richpresencemanager.h"
#include <Limelight.h>
#include <SDL.h>
@@ -43,15 +44,6 @@ CONNECTION_LISTENER_CALLBACKS Session::k_ConnCallbacks = {
Session::clConnectionStatusUpdate
};
AUDIO_RENDERER_CALLBACKS Session::k_AudioCallbacks = {
Session::arInit,
nullptr,
nullptr,
Session::arCleanup,
Session::arDecodeAndPlaySample,
CAPABILITY_DIRECT_SUBMIT
};
Session* Session::s_ActiveSession;
QSemaphore Session::s_ActiveSessionSemaphore(1);
@@ -125,6 +117,11 @@ void Session::clConnectionStatusUpdate(int connectionStatus)
return;
}
if (s_ActiveSession->m_MouseEmulationRefCount > 0) {
// Don't display the overlay if mouse emulation is already using it
return;
}
switch (connectionStatus)
{
case CONN_STATUS_POOR:
@@ -143,19 +140,28 @@ void Session::clConnectionStatusUpdate(int connectionStatus)
}
}
#define CALL_INITIALIZE(dec) (dec)->initialize(vds, window, videoFormat, width, height, frameRate, enableVsync, enableFramePacing)
bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window, int videoFormat, int width, int height,
int frameRate, bool enableVsync, bool enableFramePacing, bool testOnly, IVideoDecoder*& chosenDecoder)
{
DECODER_PARAMETERS params;
params.width = width;
params.height = height;
params.frameRate = frameRate;
params.videoFormat = videoFormat;
params.window = window;
params.enableVsync = enableVsync;
params.enableFramePacing = enableFramePacing;
params.vds = vds;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-sync %s",
enableVsync ? "enabled" : "disabled");
#ifdef HAVE_SLVIDEO
chosenDecoder = new SLVideoDecoder(testOnly);
if (CALL_INITIALIZE(chosenDecoder)) {
if (chosenDecoder->initialize(&params)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"SLVideo video decoder chosen");
return true;
@@ -170,7 +176,7 @@ bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
#ifdef HAVE_FFMPEG
chosenDecoder = new FFmpegVideoDecoder(testOnly);
if (CALL_INITIALIZE(chosenDecoder)) {
if (chosenDecoder->initialize(&params)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"FFmpeg-based video decoder chosen");
return true;
@@ -293,6 +299,7 @@ Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *prefere
m_UnexpectedTermination(true), // Failure prior to streaming is unexpected
m_InputHandler(nullptr),
m_InputHandlerLock(0),
m_MouseEmulationRefCount(0),
m_OpusDecoder(nullptr),
m_AudioRenderer(nullptr),
m_AudioSampleCount(0),
@@ -312,12 +319,20 @@ Session::~Session()
bool Session::initialize()
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return false;
}
// Create a hidden window to use for decoder initialization tests
SDL_Window* 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 false;
}
@@ -364,6 +379,12 @@ bool Session::initialize()
break;
}
LiInitializeAudioCallbacks(&m_AudioCallbacks);
m_AudioCallbacks.init = arInit;
m_AudioCallbacks.cleanup = arCleanup;
m_AudioCallbacks.decodeAndPlaySample = arDecodeAndPlaySample;
m_AudioCallbacks.capabilities = getAudioRendererCapabilities(m_StreamConfig.audioConfiguration);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio configuration: %d",
m_StreamConfig.audioConfiguration);
@@ -422,11 +443,11 @@ bool Session::initialize()
switch (m_Preferences->windowMode)
{
default:
case StreamingPreferences::WM_FULLSCREEN_DESKTOP:
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN_DESKTOP;
break;
case StreamingPreferences::WM_FULLSCREEN:
default:
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN;
break;
}
@@ -437,7 +458,12 @@ bool Session::initialize()
SDL_DestroyWindow(testWindow);
return ret;
if (!ret) {
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
return true;
}
void Session::emitLaunchWarning(QString text)
@@ -798,6 +824,22 @@ void Session::toggleFullscreen()
}
}
void Session::notifyMouseEmulationMode(bool enabled)
{
m_MouseEmulationRefCount += enabled ? 1 : -1;
SDL_assert(m_MouseEmulationRefCount >= 0);
// We re-use the status update overlay for mouse mode notification
if (m_MouseEmulationRefCount > 0) {
strcpy(m_OverlayManager.getOverlayText(Overlay::OverlayStatusUpdate), "Gamepad mouse mode active\nLong press Start to deactivate");
m_OverlayManager.setOverlayTextUpdated(Overlay::OverlayStatusUpdate);
m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, true);
}
else {
m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, false);
}
}
void Session::exec(int displayOriginX, int displayOriginY)
{
m_DisplayOriginX = displayOriginX;
@@ -866,12 +908,14 @@ void Session::exec(int displayOriginX, int displayOriginY)
} catch (const GfeHttpResponseException& e) {
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
emit displayLaunchError("GeForce Experience returned error: " + e.toQString());
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
} catch (const QtNetworkReplyException& e) {
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
emit displayLaunchError(e.toQString());
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
@@ -895,13 +939,14 @@ void Session::exec(int displayOriginX, int displayOriginY)
int err = LiStartConnection(&hostInfo, &m_StreamConfig, &k_ConnCallbacks,
&m_VideoCallbacks,
m_AudioDisabled ? nullptr : &k_AudioCallbacks,
m_AudioDisabled ? nullptr : &m_AudioCallbacks,
NULL, 0, NULL, 0);
if (err != 0) {
// We already displayed an error dialog in the stage failure
// listener.
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
@@ -925,6 +970,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_GetError());
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
@@ -978,7 +1024,11 @@ void Session::exec(int displayOriginX, int displayOriginY)
// This prevents the mouse from becoming trapped inside
// Moonlight when it's halted at a debug break.
if (m_Preferences->windowMode != StreamingPreferences::WM_WINDOWED) {
SDL_SetRelativeMouseMode(SDL_TRUE);
// HACK: This doesn't work on Wayland until we render a frame, so
// just don't do it for now.
if (strcmp(SDL_GetCurrentVideoDriver(), "wayland") != 0) {
m_InputHandler->setCaptureActive(true);
}
}
#endif
@@ -1002,6 +1052,9 @@ void Session::exec(int displayOriginX, int displayOriginY)
// (m_UnexpectedTermination is set back to true).
m_UnexpectedTermination = false;
// Start rich presence to indicate we're in game
RichPresenceManager presence(prefs, m_App.name);
// Hijack this thread to be the SDL main thread. We have to do this
// because we want to suspend all Qt processing until the stream is over.
SDL_Event event;
@@ -1011,7 +1064,14 @@ void Session::exec(int displayOriginX, int displayOriginY)
// blocks this thread too long for high polling rate mice and high
// refresh rate displays.
if (!SDL_PollEvent(&event)) {
#ifndef STEAM_LINK
SDL_Delay(1);
#else
// Waking every 1 ms to process input is too much for the low performance
// ARM core in the Steam Link, so we will wait 10 ms instead.
SDL_Delay(10);
#endif
presence.runCallbacks();
continue;
}
switch (event.type) {
@@ -1019,25 +1079,11 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Quit event received");
goto DispatchDeferredCleanup;
case SDL_USEREVENT: {
SDL_Event nextEvent;
case SDL_USEREVENT:
SDL_assert(event.user.code == SDL_CODE_FRAME_READY);
// Drop any earlier frames
while (SDL_PeepEvents(&nextEvent,
1,
SDL_GETEVENT,
SDL_USEREVENT,
SDL_USEREVENT) == 1) {
m_VideoDecoder->dropFrame(&event.user);
event = nextEvent;
}
// Render the last frame
m_VideoDecoder->renderFrame(&event.user);
m_VideoDecoder->renderFrameOnMainThread();
break;
}
case SDL_WINDOWEVENT:
// Capture mouse cursor when user actives the window by clicking on
@@ -1059,20 +1105,19 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_GetWindowPosition(m_Window, &x, &y);
SDL_GetWindowSize(m_Window, &width, &height);
if (mouseX > x && mouseX < x+width && mouseY > y && mouseY < y+height) {
SDL_SetRelativeMouseMode(SDL_TRUE);
m_InputHandler->setCaptureActive(true);
}
}
}
#endif
if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) {
// Release mouse cursor when another window is activated (e.g. by using ALT+TAB).
// This lets user to interact with our window's title bar and with the buttons in it.
// Doing this while the window is full-screen breaks the transition out of FS
// (desktop and exclusive), so we must check for that before releasing mouse capture.
if (!(SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN)) {
SDL_SetRelativeMouseMode(SDL_FALSE);
m_InputHandler->setCaptureActive(false);
}
// Raise all keys that are currently pressed. If we don't do this, certain keys
@@ -1194,24 +1239,18 @@ void Session::exec(int displayOriginX, int displayOriginY)
case SDL_JOYDEVICEADDED:
m_InputHandler->handleJoystickArrivalEvent(&event.jdevice);
break;
// SDL2 sends touch events from trackpads by default on
// macOS. This totally screws our actual mouse handling,
// so we must explicitly ignore touch events on macOS.
#ifndef Q_OS_DARWIN
case SDL_FINGERDOWN:
case SDL_FINGERMOTION:
case SDL_FINGERUP:
m_InputHandler->handleTouchFingerEvent(&event.tfinger);
break;
#endif
}
}
DispatchDeferredCleanup:
// Uncapture the mouse and hide the window immediately,
// so we can return to the Qt GUI ASAP.
SDL_SetRelativeMouseMode(SDL_FALSE);
m_InputHandler->setCaptureActive(false);
SDL_EnableScreenSaver();
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0");
@@ -1233,6 +1272,25 @@ DispatchDeferredCleanup:
m_VideoDecoder = nullptr;
SDL_AtomicUnlock(&m_DecoderLock);
if (strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) {
// HACK: SDL (as of 2.0.10) has a bug that causes Mutter not to destroy the window
// surface when in full-screen unless we render more frames after we request
// to exit full-screen. The amount of frames required is variable but 500 ms
// of frames seems sufficient in my testing.
SDL_SetWindowFullscreen(m_Window, 0);
SDL_Renderer* renderer = SDL_CreateRenderer(m_Window, -1, SDL_RENDERER_PRESENTVSYNC);
if (renderer != nullptr) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
for (int i = 0; i < 10; i++)
{
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
SDL_Delay(50);
}
SDL_DestroyRenderer(renderer);
}
}
// This must be called after the decoder is deleted, because
// the renderer may want to interact with the window
SDL_DestroyWindow(m_Window);
@@ -1241,6 +1299,8 @@ DispatchDeferredCleanup:
SDL_FreeSurface(iconSurface);
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
// Cleanup can take a while, so dispatch it to a worker thread.
// When it is complete, it will release our s_ActiveSessionSemaphore
// reference.
+7 -5
View File
@@ -66,17 +66,19 @@ private:
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate);
IAudioRenderer* createAudioRenderer();
int detectAudioConfiguration();
IAudioRenderer* createAudioRenderer(const POPUS_MULTISTREAM_CONFIGURATION opusConfig);
bool testAudio(int audioConfiguration);
int getAudioRendererCapabilities(int audioConfiguration);
void getWindowDimensions(int& x, int& y,
int& width, int& height);
void toggleFullscreen();
void notifyMouseEmulationMode(bool enabled);
void updateOptimalWindowDisplayMode();
static
@@ -127,6 +129,7 @@ private:
StreamingPreferences* m_Preferences;
STREAM_CONFIGURATION m_StreamConfig;
DECODER_RENDERER_CALLBACKS m_VideoCallbacks;
AUDIO_RENDERER_CALLBACKS m_AudioCallbacks;
NvComputer* m_Computer;
NvApp m_App;
SDL_Window* m_Window;
@@ -141,6 +144,7 @@ private:
bool m_UnexpectedTermination;
SdlInputHandler* m_InputHandler;
SDL_SpinLock m_InputHandlerLock;
int m_MouseEmulationRefCount;
int m_ActiveVideoFormat;
int m_ActiveVideoWidth;
@@ -148,7 +152,6 @@ private:
int m_ActiveVideoFrameRate;
OpusMSDecoder* m_OpusDecoder;
short m_OpusDecodeBuffer[MAX_CHANNELS * SAMPLES_PER_FRAME];
IAudioRenderer* m_AudioRenderer;
OPUS_MULTISTREAM_CONFIGURATION m_AudioConfig;
int m_AudioSampleCount;
@@ -156,7 +159,6 @@ private:
Overlay::OverlayManager m_OverlayManager;
static AUDIO_RENDERER_CALLBACKS k_AudioCallbacks;
static CONNECTION_LISTENER_CALLBACKS k_ConnCallbacks;
static Session* s_ActiveSession;
static QSemaphore s_ActiveSessionSemaphore;
+14 -23
View File
@@ -26,33 +26,24 @@ typedef struct _VIDEO_STATS {
uint32_t measurementStartTimestamp;
} VIDEO_STATS, *PVIDEO_STATS;
typedef struct _DECODER_PARAMETERS {
SDL_Window* window;
StreamingPreferences::VideoDecoderSelection vds;
int videoFormat;
int width;
int height;
int frameRate;
bool enableVsync;
bool enableFramePacing;
} DECODER_PARAMETERS, *PDECODER_PARAMETERS;
class IVideoDecoder {
public:
virtual ~IVideoDecoder() {}
virtual bool initialize(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window,
int videoFormat,
int width,
int height,
int frameRate,
bool enableVsync,
bool enableFramePacing) = 0;
virtual bool initialize(PDECODER_PARAMETERS params) = 0;
virtual bool isHardwareAccelerated() = 0;
virtual int getDecoderCapabilities() = 0;
virtual int submitDecodeUnit(PDECODE_UNIT du) = 0;
virtual void renderFrame(SDL_UserEvent* event) = 0;
virtual void dropFrame(SDL_UserEvent* event) = 0;
virtual void queueFrame(void* data1 = nullptr,
void* data2 = nullptr)
{
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = SDL_CODE_FRAME_READY;
event.user.data1 = data1;
event.user.data2 = data2;
SDL_PushEvent(&event);
}
virtual void renderFrameOnMainThread() = 0;
};
@@ -0,0 +1,57 @@
#include "cuda.h"
CUDARenderer::CUDARenderer()
: m_HwContext(nullptr)
{
}
CUDARenderer::~CUDARenderer()
{
if (m_HwContext != nullptr) {
av_buffer_unref(&m_HwContext);
}
}
bool CUDARenderer::initialize(PDECODER_PARAMETERS)
{
int err;
err = av_hwdevice_ctx_create(&m_HwContext, AV_HWDEVICE_TYPE_CUDA, nullptr, nullptr, 0);
if (err != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwdevice_ctx_create(CUDA) failed: %d",
err);
return false;
}
return true;
}
bool CUDARenderer::prepareDecoderContext(AVCodecContext* context)
{
context->hw_device_ctx = av_buffer_ref(m_HwContext);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using CUDA accelerated decoder");
return true;
}
void CUDARenderer::renderFrame(AVFrame*)
{
// We only support indirect rendering
SDL_assert(false);
}
bool CUDARenderer::needsTestFrame()
{
return true;
}
bool CUDARenderer::isDirectRenderingSupported()
{
// We only support rendering via SDL read-back
return false;
}
@@ -0,0 +1,18 @@
#pragma once
#include "renderer.h"
class CUDARenderer : public IFFmpegRenderer {
public:
CUDARenderer();
virtual ~CUDARenderer() override;
virtual bool initialize(PDECODER_PARAMETERS) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool needsTestFrame() override;
virtual bool isDirectRenderingSupported() override;
private:
AVBufferRef* m_HwContext;
};
@@ -0,0 +1,268 @@
#include "drm.h"
extern "C" {
#include <libavutil/hwcontext_drm.h>
}
#include <libdrm/drm_fourcc.h>
#include <unistd.h>
#include <fcntl.h>
#include "streaming/streamutils.h"
#include "streaming/session.h"
#include <Limelight.h>
DrmRenderer::DrmRenderer()
: m_DrmFd(-1),
m_CrtcId(0),
m_PlaneId(0),
m_CurrentFbId(0)
{
}
DrmRenderer::~DrmRenderer()
{
if (m_CurrentFbId != 0) {
drmModeRmFB(m_DrmFd, m_CurrentFbId);
}
if (m_DrmFd != -1) {
close(m_DrmFd);
}
}
bool DrmRenderer::prepareDecoderContext(AVCodecContext*)
{
/* Nothing to do */
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using DRM renderer");
return true;
}
bool DrmRenderer::initialize(PDECODER_PARAMETERS)
{
const char* device = SDL_getenv("DRM_DEV");
int i;
if (device == nullptr) {
device = "/dev/dri/card0";
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Opening DRM device: %s",
device);
m_DrmFd = open(device, O_RDWR | O_CLOEXEC);
if (m_DrmFd < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open DRM device: %d",
errno);
return false;
}
drmModeRes* resources = drmModeGetResources(m_DrmFd);
if (resources == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"drmModeGetResources() failed: %d",
errno);
return false;
}
// Look for a connected connector and get the associated encoder
uint32_t encoderId = 0;
for (i = 0; i < resources->count_connectors && encoderId == 0; i++) {
drmModeConnector* connector = drmModeGetConnector(m_DrmFd, resources->connectors[i]);
if (connector != nullptr) {
if (connector->connection == DRM_MODE_CONNECTED && connector->count_modes > 0) {
encoderId = connector->encoder_id;
}
drmModeFreeConnector(connector);
}
}
if (encoderId == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"No connected displays found!");
drmModeFreeResources(resources);
return false;
}
// Now find the CRTC from the encoder
m_CrtcId = 0;
for (i = 0; i < resources->count_encoders && m_CrtcId == 0; i++) {
drmModeEncoder* encoder = drmModeGetEncoder(m_DrmFd, resources->encoders[i]);
if (encoder != nullptr) {
if (encoder->encoder_id == encoderId) {
m_CrtcId = encoder->crtc_id;
}
drmModeFreeEncoder(encoder);
}
}
if (m_CrtcId == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DRM encoder not found!");
drmModeFreeResources(resources);
return false;
}
int crtcIndex = -1;
for (int i = 0; i < resources->count_crtcs; i++) {
if (resources->crtcs[i] == m_CrtcId) {
drmModeCrtc* crtc = drmModeGetCrtc(m_DrmFd, resources->crtcs[i]);
crtcIndex = i;
m_OutputRect.x = m_OutputRect.y = 0;
m_OutputRect.w = crtc->width;
m_OutputRect.h = crtc->height;
drmModeFreeCrtc(crtc);
break;
}
}
drmModeFreeResources(resources);
if (crtcIndex == -1) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to get CRTC!");
return false;
}
drmSetClientCap(m_DrmFd, DRM_CLIENT_CAP_UNIVERSAL_PLANES, 1);
drmModePlaneRes* planeRes = drmModeGetPlaneResources(m_DrmFd);
if (planeRes == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"drmGetPlaneResources() failed: %d",
errno);
return false;
}
// Find an NV12 overlay plane to render on
m_PlaneId = 0;
for (uint32_t i = 0; i < planeRes->count_planes && m_PlaneId == 0; i++) {
drmModePlane* plane = drmModeGetPlane(m_DrmFd, planeRes->planes[i]);
if (plane != nullptr) {
bool matchingFormat = false;
for (uint32_t j = 0; j < plane->count_formats; j++) {
if (plane->formats[j] == DRM_FORMAT_NV12) {
matchingFormat = true;
break;
}
}
if (matchingFormat == false) {
drmModeFreePlane(plane);
continue;
}
if ((plane->possible_crtcs & (1 << crtcIndex)) && plane->crtc_id == 0) {
drmModeObjectPropertiesPtr props = drmModeObjectGetProperties(m_DrmFd, planeRes->planes[i], DRM_MODE_OBJECT_PLANE);
if (props != nullptr) {
for (uint32_t j = 0; j < props->count_props && m_PlaneId == 0; j++) {
drmModePropertyPtr prop = drmModeGetProperty(m_DrmFd, props->props[j]);
if (prop != nullptr) {
if (!strcmp(prop->name, "type") && props->prop_values[j] == DRM_PLANE_TYPE_OVERLAY) {
m_PlaneId = plane->plane_id;
}
drmModeFreeProperty(prop);
}
}
drmModeFreeObjectProperties(props);
}
}
drmModeFreePlane(plane);
}
}
drmModeFreePlaneResources(planeRes);
return true;
}
enum AVPixelFormat DrmRenderer::getPreferredPixelFormat(int)
{
// DRM PRIME buffers
return AV_PIX_FMT_DRM_PRIME;
}
void DrmRenderer::renderFrame(AVFrame* frame)
{
AVDRMFrameDescriptor* drmFrame = (AVDRMFrameDescriptor*)frame->data[0];
int err;
uint32_t primeHandle;
uint32_t handles[4] = {};
uint32_t pitches[4] = {};
uint32_t offsets[4] = {};
SDL_Rect src, dst;
src.x = src.y = 0;
src.w = frame->width;
src.h = frame->height;
dst = m_OutputRect;
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
// Convert the FD in the AVDRMFrameDescriptor to a PRIME handle
// that can be used in drmModeAddFB2()
SDL_assert(drmFrame->nb_objects == 1);
err = drmPrimeFDToHandle(m_DrmFd, drmFrame->objects[0].fd, &primeHandle);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"drmPrimeFDToHandle() failed: %d",
errno);
return;
}
SDL_assert(drmFrame->nb_layers == 1);
SDL_assert(drmFrame->layers[0].nb_planes == 2);
for (int i = 0; i < drmFrame->layers[0].nb_planes; i++) {
handles[i] = primeHandle;
pitches[i] = drmFrame->layers[0].planes[i].pitch;
offsets[i] = drmFrame->layers[0].planes[i].offset;
}
// Remember the last FB object we created so we can free it
// when we are finished rendering this one (if successful).
uint32_t lastFbId = m_CurrentFbId;
// Create a frame buffer object from the PRIME buffer
err = drmModeAddFB2(m_DrmFd, frame->width, frame->height,
drmFrame->layers[0].format,
handles, pitches, offsets, &m_CurrentFbId, 0);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"drmModeAddFB2() failed: %d",
errno);
m_CurrentFbId = lastFbId;
return;
}
// Update the overlay
err = drmModeSetPlane(m_DrmFd, m_PlaneId, m_CrtcId, m_CurrentFbId, 0,
dst.x, dst.y,
dst.w, dst.h,
0, 0,
frame->width << 16,
frame->height << 16);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"drmModeSetPlane() failed: %d",
errno);
drmModeRmFB(m_DrmFd, m_CurrentFbId);
m_CurrentFbId = lastFbId;
return;
}
// Free the previous FB object which has now been superseded
drmModeRmFB(m_DrmFd, lastFbId);
}
@@ -0,0 +1,24 @@
#pragma once
#include "renderer.h"
#include <xf86drm.h>
#include <xf86drmMode.h>
class DrmRenderer : public IFFmpegRenderer {
public:
DrmRenderer();
virtual ~DrmRenderer() override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual enum AVPixelFormat getPreferredPixelFormat(int videoFormat) override;
private:
int m_DrmFd;
uint32_t m_CrtcId;
uint32_t m_PlaneId;
uint32_t m_CurrentFbId;
SDL_Rect m_OutputRect;
};
+6 -23
View File
@@ -107,7 +107,7 @@ bool DXVA2Renderer::prepareDecoderContext(AVCodecContext* context)
int DXVA2Renderer::ffGetBuffer2(AVCodecContext* context, AVFrame* frame, int)
{
DXVA2Renderer* me = (DXVA2Renderer*)((FFmpegVideoDecoder*)context->opaque)->getRenderer();
DXVA2Renderer* me = (DXVA2Renderer*)((FFmpegVideoDecoder*)context->opaque)->getBackendRenderer();
frame->buf[0] = av_buffer_pool_get(me->m_Pool);
if (!frame->buf[0]) {
@@ -649,11 +649,11 @@ bool DXVA2Renderer::initializeDevice(SDL_Window* window, bool enableVsync)
return true;
}
bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, int height, int, bool enableVsync)
bool DXVA2Renderer::initialize(PDECODER_PARAMETERS params)
{
m_VideoFormat = videoFormat;
m_VideoWidth = width;
m_VideoHeight = height;
m_VideoFormat = params->videoFormat;
m_VideoWidth = params->width;
m_VideoHeight = params->height;
RtlZeroMemory(&m_Desc, sizeof(m_Desc));
@@ -682,7 +682,7 @@ bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, i
m_Desc.SampleFormat.SampleFormat = DXVA2_SampleProgressiveFrame;
m_Desc.Format = (D3DFORMAT)MAKEFOURCC('N','V','1','2');
if (!initializeDevice(window, enableVsync)) {
if (!initializeDevice(params->window, params->enableVsync)) {
return false;
}
@@ -704,23 +704,6 @@ bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, i
return true;
}
bool DXVA2Renderer::needsTestFrame()
{
// We validate the DXVA2 profiles are supported
// in initialize() so no test frame is required
return false;
}
int DXVA2Renderer::getDecoderCapabilities()
{
return 0;
}
IFFmpegRenderer::FramePacingConstraint DXVA2Renderer::getFramePacingConstraint()
{
return PACING_ANY;
}
void DXVA2Renderer::notifyOverlayUpdated(Overlay::OverlayType type)
{
HRESULT hr;
+2 -10
View File
@@ -15,18 +15,10 @@ class DXVA2Renderer : public IFFmpegRenderer
{
public:
DXVA2Renderer();
virtual ~DXVA2Renderer();
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync) override;
virtual ~DXVA2Renderer() override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool needsTestFrame() override;
virtual int getDecoderCapabilities() override;
virtual FramePacingConstraint getFramePacingConstraint() override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
private:
@@ -0,0 +1,152 @@
#include "mmal.h"
#include "streaming/streamutils.h"
#include "streaming/session.h"
#include <Limelight.h>
MmalRenderer::MmalRenderer()
: m_Renderer(nullptr),
m_InputPort(nullptr)
{
}
MmalRenderer::~MmalRenderer()
{
if (m_InputPort != nullptr) {
mmal_port_disable(m_InputPort);
}
if (m_Renderer != nullptr) {
mmal_component_destroy(m_Renderer);
}
}
bool MmalRenderer::prepareDecoderContext(AVCodecContext*)
{
/* Nothing to do */
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using MMAL renderer");
return true;
}
bool MmalRenderer::initialize(PDECODER_PARAMETERS params)
{
MMAL_STATUS_T status;
status = mmal_component_create(MMAL_COMPONENT_DEFAULT_VIDEO_RENDERER, &m_Renderer);
if (status != MMAL_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"mmal_component_create() failed: %x (%s)",
status, mmal_status_to_string(status));
return false;
}
m_InputPort = m_Renderer->input[0];
m_InputPort->format->encoding = MMAL_ENCODING_OPAQUE;
m_InputPort->format->es->video.width = params->width;
m_InputPort->format->es->video.height = params->height;
m_InputPort->format->es->video.crop.x = 0;
m_InputPort->format->es->video.crop.y = 0;
m_InputPort->format->es->video.crop.width = params->width;
m_InputPort->format->es->video.crop.height = params->height;
status = mmal_port_format_commit(m_InputPort);
if (status != MMAL_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"mmal_port_format_commit() failed: %x (%s)",
status, mmal_status_to_string(status));
return false;
}
status = mmal_component_enable(m_Renderer);
if (status != MMAL_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"mmal_component_enable() failed: %x (%s)",
status, mmal_status_to_string(status));
return false;
}
{
MMAL_DISPLAYREGION_T dr;
dr.hdr.id = MMAL_PARAMETER_DISPLAYREGION;
dr.hdr.size = sizeof(MMAL_DISPLAYREGION_T);
dr.set = MMAL_DISPLAY_SET_LAYER;
dr.layer = 128;
dr.set |= MMAL_DISPLAY_SET_ALPHA;
dr.alpha = 255;
dr.set |= MMAL_DISPLAY_SET_FULLSCREEN;
dr.fullscreen = (SDL_GetWindowFlags(params->window) & SDL_WINDOW_FULLSCREEN) != 0;
{
SDL_Rect src, dst;
src.x = src.y = 0;
src.w = params->width;
src.h = params->height;
dst.x = dst.y = 0;
SDL_GetWindowSize(params->window, &dst.w, &dst.h);
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
dr.set |= MMAL_DISPLAY_SET_DEST_RECT;
dr.dest_rect.x = dst.x;
dr.dest_rect.y = dst.y;
dr.dest_rect.width = dst.w;
dr.dest_rect.height = dst.h;
}
}
status = mmal_port_enable(m_InputPort, InputPortCallback);
if (status != MMAL_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"mmal_port_enable() failed: %x (%s)",
status, mmal_status_to_string(status));
return false;
}
return true;
}
void MmalRenderer::InputPortCallback(MMAL_PORT_T*, MMAL_BUFFER_HEADER_T* buffer)
{
mmal_buffer_header_release(buffer);
}
enum AVPixelFormat MmalRenderer::getPreferredPixelFormat(int videoFormat)
{
// Opaque MMAL buffers
SDL_assert(videoFormat == VIDEO_FORMAT_H264);
return AV_PIX_FMT_MMAL;
}
bool MmalRenderer::needsTestFrame()
{
// We won't be able to decode if the GPU memory is 64 MB or lower,
// so we must test before allowing the decoder to be used.
return true;
}
void MmalRenderer::renderFrame(AVFrame* frame)
{
MMAL_BUFFER_HEADER_T* buffer = (MMAL_BUFFER_HEADER_T*)frame->data[3];
MMAL_STATUS_T status;
status = mmal_port_send_buffer(m_InputPort, buffer);
if (status != MMAL_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"mmal_port_send_buffer() failed: %x (%s)",
status, mmal_status_to_string(status));
}
else {
// Prevent the buffer from being freed during av_frame_free()
// until rendering is complete. The reference is dropped in
// InputPortCallback().
mmal_buffer_header_acquire(buffer);
}
}
@@ -0,0 +1,26 @@
#pragma once
#include "renderer.h"
#include <interface/mmal/mmal.h>
#include <interface/mmal/util/mmal_util.h>
#include <interface/mmal/util/mmal_util_params.h>
#include <interface/mmal/util/mmal_default_components.h>
class MmalRenderer : public IFFmpegRenderer {
public:
MmalRenderer();
virtual ~MmalRenderer() override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual enum AVPixelFormat getPreferredPixelFormat(int videoFormat) override;
virtual bool needsTestFrame() override;
private:
static void InputPortCallback(MMAL_PORT_T* port, MMAL_BUFFER_HEADER_T* buffer);
MMAL_COMPONENT_T* m_Renderer;
MMAL_PORT_T* m_InputPort;
};
@@ -1,11 +0,0 @@
#pragma once
#include "pacer.h"
class DisplayLinkVsyncSourceFactory
{
public:
static
IVsyncSource* createVsyncSource(Pacer* pacer);
};
@@ -1,132 +0,0 @@
#include "displaylinkvsyncsource.h"
#include <SDL_syswm.h>
#include <CoreVideo/CoreVideo.h>
#import <Cocoa/Cocoa.h>
class DisplayLinkVsyncSource : public IVsyncSource
{
public:
DisplayLinkVsyncSource(Pacer* pacer)
: m_Pacer(pacer),
m_DisplayLink(nullptr)
{
}
virtual ~DisplayLinkVsyncSource() override
{
if (m_DisplayLink != nullptr) {
CVDisplayLinkStop(m_DisplayLink);
CVDisplayLinkRelease(m_DisplayLink);
}
}
static
CGDirectDisplayID
getDisplayID(NSScreen* screen)
{
NSNumber* screenNumber = [screen deviceDescription][@"NSScreenNumber"];
return [screenNumber unsignedIntValue];
}
static
CVReturn
displayLinkOutputCallback(
CVDisplayLinkRef displayLink,
const CVTimeStamp* /* now */,
const CVTimeStamp* /* vsyncTime */,
CVOptionFlags,
CVOptionFlags*,
void *displayLinkContext)
{
auto me = reinterpret_cast<DisplayLinkVsyncSource*>(displayLinkContext);
SDL_assert(displayLink == me->m_DisplayLink);
// In my testing on macOS 10.13, this callback is invoked about 24 ms
// prior to the specified v-sync time (now - vsyncTime). Since this is
// greater than the standard v-sync interval (16 ms = 60 FPS), we will
// draw using the current host time, rather than the actual v-sync target
// time. Because the CVDisplayLink is in sync with the actual v-sync
// interval, even if many ms prior, we can safely use the current host time
// and get a consistent callback for each v-sync. This reduces video latency
// by at least 1 frame vs. rendering with the actual vsyncTime.
me->m_Pacer->vsyncCallback(500 / me->m_DisplayFps);
return kCVReturnSuccess;
}
virtual bool initialize(SDL_Window* window, int displayFps) override
{
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 false;
}
SDL_assert(info.subsystem == SDL_SYSWM_COCOA);
m_DisplayFps = displayFps;
NSScreen* screen = [info.info.cocoa.window screen];
CVReturn status;
if (screen == nullptr) {
// Window not visible on any display, so use a
// CVDisplayLink that can work with all active displays.
// When we become visible, we'll recreate ourselves
// and associate with the new screen.
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"NSWindow is not visible on any display");
status = CVDisplayLinkCreateWithActiveCGDisplays(&m_DisplayLink);
}
else {
CGDirectDisplayID displayId;
displayId = getDisplayID(screen);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"NSWindow on display: %x",
displayId);
status = CVDisplayLinkCreateWithCGDisplay(displayId, &m_DisplayLink);
}
if (status != kCVReturnSuccess) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create CVDisplayLink: %d",
status);
return false;
}
status = CVDisplayLinkSetOutputCallback(m_DisplayLink, displayLinkOutputCallback, this);
if (status != kCVReturnSuccess) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CVDisplayLinkSetOutputCallback() failed: %d",
status);
return false;
}
status = CVDisplayLinkStart(m_DisplayLink);
if (status != kCVReturnSuccess) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CVDisplayLinkStart() failed: %d",
status);
return false;
}
return true;
}
private:
Pacer* m_Pacer;
CVDisplayLinkRef m_DisplayLink;
int m_DisplayFps;
};
IVsyncSource* DisplayLinkVsyncSourceFactory::createVsyncSource(Pacer* pacer) {
return new DisplayLinkVsyncSource(pacer);
}
@@ -61,7 +61,7 @@ bool DxVsyncSource::initialize(SDL_Window* window, int displayFps)
m_Window = info.info.win.window;
m_Thread = SDL_CreateThread(vsyncThread, "DX Vsync Thread", this);
m_Thread = SDL_CreateThread(vsyncThread, "DXVsync", this);
if (m_Thread == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to create DX V-sync thread: %s",
@@ -18,7 +18,7 @@ NullThreadedVsyncSource::~NullThreadedVsyncSource()
bool NullThreadedVsyncSource::initialize(SDL_Window*, int displayFps)
{
m_DisplayFps = displayFps;
m_Thread = SDL_CreateThread(vsyncThread, "Null Vsync Thread", this);
m_Thread = SDL_CreateThread(vsyncThread, "NullVsync", this);
if (m_Thread == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to create DX V-sync thread: %s",
@@ -3,10 +3,6 @@
#include "nullthreadedvsyncsource.h"
#ifdef Q_OS_DARWIN
#include "displaylinkvsyncsource.h"
#endif
#ifdef Q_OS_WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
@@ -61,6 +57,24 @@ Pacer::~Pacer()
}
}
void Pacer::renderOnMainThread()
{
// Ignore this call for renderers that work on a dedicated render thread
if (m_RenderThread != nullptr) {
return;
}
m_FrameQueueLock.lock();
if (!m_RenderQueue.isEmpty()) {
// Releases m_FrameQueueLock
renderLastFrameAndUnlock();
}
else {
m_FrameQueueLock.unlock();
}
}
int Pacer::renderThread(void* context)
{
Pacer* me = reinterpret_cast<Pacer*>(context);
@@ -87,34 +101,61 @@ int Pacer::renderThread(void* context)
break;
}
// Dequeue the most recent frame for rendering and free the others.
// Render the latest frame and discard the others
// NB: m_FrameQueueLock still held here!
AVFrame* lastFrame = nullptr;
while (!me->m_RenderQueue.isEmpty()) {
if (lastFrame != nullptr) {
// Don't hold the frame queue lock across av_frame_free(),
// since it could need to talk to the GPU driver. This is safe
// because we're guaranteed that the queue will not shrink during
// this time (and so dequeue() below will always get something).
me->m_FrameQueueLock.unlock();
av_frame_free(&lastFrame);
me->m_VideoStats->pacerDroppedFrames++;
me->m_FrameQueueLock.lock();
}
lastFrame = me->m_RenderQueue.dequeue();
}
// Release the frame queue lock before rendering
me->m_FrameQueueLock.unlock();
// Render and free the mot current frame
me->renderFrame(lastFrame);
me->renderLastFrameAndUnlock();
}
return 0;
}
void Pacer::enqueueFrameForRenderingAndUnlock(AVFrame *frame)
{
dropFrameForEnqueue(m_RenderQueue);
m_RenderQueue.enqueue(frame);
m_FrameQueueLock.unlock();
if (m_RenderThread != nullptr) {
m_RenderQueueNotEmpty.wakeOne();
}
else {
SDL_Event event;
// For main thread rendering, we'll push an event to trigger a callback
event.type = SDL_USEREVENT;
event.user.code = SDL_CODE_FRAME_READY;
SDL_PushEvent(&event);
}
}
// Caller must hold m_FrameQueueLock
void Pacer::renderLastFrameAndUnlock()
{
// Dequeue the most recent frame for rendering and free the others.
AVFrame* lastFrame = nullptr;
while (!m_RenderQueue.isEmpty()) {
if (lastFrame != nullptr) {
// Don't hold the frame queue lock across av_frame_free(),
// since it could need to talk to the GPU driver. This is safe
// because we're guaranteed that the queue will not shrink during
// this time (and so dequeue() below will always get something).
m_FrameQueueLock.unlock();
av_frame_free(&lastFrame);
m_VideoStats->pacerDroppedFrames++;
m_FrameQueueLock.lock();
}
lastFrame = m_RenderQueue.dequeue();
}
// Release the frame queue lock before rendering
m_FrameQueueLock.unlock();
// Render and free the mot current frame
renderFrame(lastFrame);
}
// Called in an arbitrary thread by the IVsyncSource on V-sync
// or an event synchronized with V-sync
void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
@@ -172,10 +213,7 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
}
// Place the first frame on the render queue
dropFrameForEnqueue(m_RenderQueue);
m_RenderQueue.enqueue(m_PacingQueue.dequeue());
m_FrameQueueLock.unlock();
m_RenderQueueNotEmpty.wakeOne();
enqueueFrameForRenderingAndUnlock(m_PacingQueue.dequeue());
}
bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
@@ -188,9 +226,7 @@ bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
"Frame pacing active: target %d Hz with %d FPS stream",
m_DisplayFps, m_MaxVideoFps);
#if defined(Q_OS_DARWIN)
m_VsyncSource = DisplayLinkVsyncSourceFactory::createVsyncSource(this);
#elif defined(Q_OS_WIN32)
#if defined(Q_OS_WIN32)
// Don't use D3DKMTWaitForVerticalBlankEvent() on Windows 7, because
// it blocks during other concurrent DX operations (like actually rendering).
if (IsWindows8OrGreater()) {
@@ -211,7 +247,9 @@ bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
m_DisplayFps, m_MaxVideoFps);
}
m_RenderThread = SDL_CreateThread(Pacer::renderThread, "Pacer Render Thread", this);
if (m_VsyncRenderer->isRenderThreadSupported()) {
m_RenderThread = SDL_CreateThread(Pacer::renderThread, "PacerRender", this);
}
return true;
}
@@ -283,16 +321,10 @@ void Pacer::submitFrame(AVFrame* frame)
if (m_VsyncSource != nullptr) {
dropFrameForEnqueue(m_PacingQueue);
m_PacingQueue.enqueue(frame);
}
else {
dropFrameForEnqueue(m_RenderQueue);
m_RenderQueue.enqueue(frame);
}
m_FrameQueueLock.unlock();
if (m_VsyncSource != nullptr) {
m_FrameQueueLock.unlock();
m_PacingQueueNotEmpty.wakeOne();
}
else {
m_RenderQueueNotEmpty.wakeOne();
enqueueFrameForRenderingAndUnlock(frame);
}
}
@@ -26,9 +26,15 @@ public:
void vsyncCallback(int timeUntilNextVsyncMillis);
void renderOnMainThread();
private:
static int renderThread(void* context);
void enqueueFrameForRenderingAndUnlock(AVFrame* frame);
void renderLastFrameAndUnlock();
void renderFrame(AVFrame* frame);
void dropFrameForEnqueue(QQueue<AVFrame*>& queue);
@@ -2,6 +2,7 @@
#include <SDL.h>
#include "streaming/video/decoder.h"
#include "streaming/video/overlaymanager.h"
extern "C" {
@@ -16,17 +17,40 @@ public:
PACING_ANY
};
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync) = 0;
virtual bool initialize(PDECODER_PARAMETERS params) = 0;
virtual bool prepareDecoderContext(AVCodecContext* context) = 0;
virtual void renderFrame(AVFrame* frame) = 0;
virtual bool needsTestFrame() = 0;
virtual int getDecoderCapabilities() = 0;
virtual FramePacingConstraint getFramePacingConstraint() = 0;
virtual bool needsTestFrame() {
// No test frame required by default
return false;
}
virtual int getDecoderCapabilities() {
// No special capabilities by default
return 0;
}
virtual FramePacingConstraint getFramePacingConstraint() {
// No pacing preference
return PACING_ANY;
}
virtual bool isRenderThreadSupported() {
// Render thread is supported by default
return true;
}
virtual bool isDirectRenderingSupported() {
// The renderer can render directly to the display
return true;
}
virtual enum AVPixelFormat getPreferredPixelFormat(int videoFormat) {
// Planar YUV 4:2:0
SDL_assert(videoFormat != VIDEO_FORMAT_H265_MAIN10);
return AV_PIX_FMT_YUV420P;
}
// IOverlayRenderer
virtual void notifyOverlayUpdated(Overlay::OverlayType) override {
+138 -53
View File
@@ -9,7 +9,9 @@
SdlRenderer::SdlRenderer()
: m_Renderer(nullptr),
m_Texture(nullptr)
m_Texture(nullptr),
m_SwPixelFormat(AV_PIX_FMT_NONE),
m_FontData(Path::readDataFile("ModeSeven.ttf"))
{
SDL_assert(TTF_WasInit() == 0);
if (TTF_Init() != 0) {
@@ -61,41 +63,23 @@ bool SdlRenderer::prepareDecoderContext(AVCodecContext*)
/* Nothing to do */
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using SDL software renderer");
"Using SDL renderer");
return true;
}
bool SdlRenderer::needsTestFrame()
{
// This renderer should always work
return false;
}
int SdlRenderer::getDecoderCapabilities()
{
// The FFmpeg CPU decoder can handle reference frame invalidation,
// but only for H.264.
return CAPABILITY_REFERENCE_FRAME_INVALIDATION_AVC;
}
IFFmpegRenderer::FramePacingConstraint SdlRenderer::getFramePacingConstraint()
{
return PACING_ANY;
}
void SdlRenderer::notifyOverlayUpdated(Overlay::OverlayType type)
{
// Construct the required font to render the overlay
if (m_OverlayFonts[type] == nullptr) {
QByteArray fontData = Path::readDataFile("ModeSeven.ttf");
if (fontData.isEmpty()) {
if (m_FontData.isEmpty()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to load SDL overlay font");
"SDL overlay font failed to load");
return;
}
m_OverlayFonts[type] = TTF_OpenFontRW(SDL_RWFromConstMem(fontData.constData(), fontData.size()),
// m_FontData must stay around until the font is closed
m_OverlayFonts[type] = TTF_OpenFontRW(SDL_RWFromConstMem(m_FontData.constData(), m_FontData.size()),
1,
Session::get()->getOverlayManager().getOverlayFontSize(type));
if (m_OverlayFonts[type] == nullptr) {
@@ -125,20 +109,33 @@ void SdlRenderer::notifyOverlayUpdated(Overlay::OverlayType type)
}
}
bool SdlRenderer::initialize(SDL_Window* window,
int,
int width,
int height,
int,
bool enableVsync)
bool SdlRenderer::isRenderThreadSupported()
{
SDL_RendererInfo info;
SDL_GetRendererInfo(m_Renderer, &info);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"SDL renderer backend: %s",
info.name);
if (info.name != QString("direct3d")) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"SDL renderer backend requires main thread rendering");
return false;
}
return true;
}
bool SdlRenderer::initialize(PDECODER_PARAMETERS params)
{
Uint32 rendererFlags = SDL_RENDERER_ACCELERATED;
if ((SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
if ((SDL_GetWindowFlags(params->window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
// In full-screen exclusive mode, we enable V-sync if requested. For other modes, Windows and Mac
// have compositors that make rendering tear-free. Linux compositor varies by distro and user
// configuration but doesn't seem feasible to detect here.
if (enableVsync) {
if (params->enableVsync) {
rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
}
}
@@ -151,7 +148,7 @@ bool SdlRenderer::initialize(SDL_Window* window,
SDL_SetHintWithPriority(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, "1", SDL_HINT_OVERRIDE);
#endif
m_Renderer = SDL_CreateRenderer(window, -1, rendererFlags);
m_Renderer = SDL_CreateRenderer(params->window, -1, rendererFlags);
if (!m_Renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateRenderer() failed: %s",
@@ -161,25 +158,13 @@ bool SdlRenderer::initialize(SDL_Window* window,
// The window may be smaller than the stream size, so ensure our
// logical rendering surface size is equal to the stream size
SDL_RenderSetLogicalSize(m_Renderer, width, height);
SDL_RenderSetLogicalSize(m_Renderer, params->width, params->height);
// Draw a black frame until the video stream starts rendering
SDL_SetRenderDrawColor(m_Renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(m_Renderer);
SDL_RenderPresent(m_Renderer);
m_Texture = SDL_CreateTexture(m_Renderer,
SDL_PIXELFORMAT_YV12,
SDL_TEXTUREACCESS_STREAMING,
width,
height);
if (!m_Texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateRenderer() failed: %s",
SDL_GetError());
return false;
}
#ifdef Q_OS_WIN32
// For some reason, using Direct3D9Ex breaks this with multi-monitor setups.
// When focus is lost, the window is minimized then immediately restored without
@@ -233,13 +218,108 @@ void SdlRenderer::renderOverlay(Overlay::OverlayType type)
void SdlRenderer::renderFrame(AVFrame* frame)
{
SDL_UpdateYUVTexture(m_Texture, nullptr,
frame->data[0],
frame->linesize[0],
frame->data[1],
frame->linesize[1],
frame->data[2],
frame->linesize[2]);
int err;
AVFrame* swFrame = nullptr;
if (frame->hw_frames_ctx != nullptr) {
// If we are acting as the frontend for a hardware
// accelerated decoder, we'll need to read the frame
// back to render it.
// Find the native read-back format
if (m_SwPixelFormat == AV_PIX_FMT_NONE) {
auto hwFrameCtx = (AVHWFramesContext*)frame->hw_frames_ctx->data;
m_SwPixelFormat = hwFrameCtx->sw_format;
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Selected read-back format: %d",
m_SwPixelFormat);
}
swFrame = av_frame_alloc();
if (swFrame == nullptr) {
return;
}
swFrame->width = frame->width;
swFrame->height = frame->height;
swFrame->format = m_SwPixelFormat;
err = av_hwframe_transfer_data(swFrame, frame, 0);
if (err != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_transfer_data() failed: %d",
err);
goto Exit;
}
frame = swFrame;
}
if (m_Texture == nullptr) {
Uint32 sdlFormat;
switch (frame->format)
{
case AV_PIX_FMT_YUV420P:
sdlFormat = SDL_PIXELFORMAT_YV12;
break;
case AV_PIX_FMT_NV12:
sdlFormat = SDL_PIXELFORMAT_NV12;
break;
case AV_PIX_FMT_NV21:
sdlFormat = SDL_PIXELFORMAT_NV21;
break;
default:
SDL_assert(false);
goto Exit;
}
m_Texture = SDL_CreateTexture(m_Renderer,
sdlFormat,
SDL_TEXTUREACCESS_STREAMING,
frame->width,
frame->height);
if (!m_Texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateTexture() failed: %s",
SDL_GetError());
goto Exit;
}
}
if (frame->format == AV_PIX_FMT_YUV420P) {
SDL_UpdateYUVTexture(m_Texture, nullptr,
frame->data[0],
frame->linesize[0],
frame->data[1],
frame->linesize[1],
frame->data[2],
frame->linesize[2]);
}
else {
char* pixels;
int pitch;
err = SDL_LockTexture(m_Texture, nullptr, (void**)&pixels, &pitch);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_LockTexture() failed: %s",
SDL_GetError());
goto Exit;
}
memcpy(pixels,
frame->data[0],
frame->linesize[0] * frame->height);
memcpy(pixels + (frame->linesize[0] * frame->height),
frame->data[1],
frame->linesize[1] * frame->height / 2);
SDL_UnlockTexture(m_Texture);
}
SDL_RenderClear(m_Renderer);
@@ -252,4 +332,9 @@ void SdlRenderer::renderFrame(AVFrame* frame)
}
SDL_RenderPresent(m_Renderer);
Exit:
if (swFrame != nullptr) {
av_frame_free(&swFrame);
}
}
@@ -8,24 +8,19 @@ class SdlRenderer : public IFFmpegRenderer {
public:
SdlRenderer();
virtual ~SdlRenderer() override;
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync) override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool needsTestFrame() override;
virtual int getDecoderCapabilities() override;
virtual FramePacingConstraint getFramePacingConstraint() override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
virtual bool isRenderThreadSupported() override;
private:
void renderOverlay(Overlay::OverlayType type);
SDL_Renderer* m_Renderer;
SDL_Texture* m_Texture;
int m_SwPixelFormat;
QByteArray m_FontData;
TTF_Font* m_OverlayFonts[Overlay::OverlayMax];
SDL_Surface* m_OverlaySurfaces[Overlay::OverlayMax];
SDL_Texture* m_OverlayTextures[Overlay::OverlayMax];
+63 -43
View File
@@ -5,8 +5,12 @@
#include <SDL_syswm.h>
#include <unistd.h>
#include <fcntl.h>
VAAPIRenderer::VAAPIRenderer()
: m_HwContext(nullptr)
: m_HwContext(nullptr),
m_DrmFd(-1)
{
}
@@ -26,22 +30,26 @@ VAAPIRenderer::~VAAPIRenderer()
vaTerminate(display);
}
}
if (m_DrmFd != -1) {
close(m_DrmFd);
}
}
bool
VAAPIRenderer::initialize(SDL_Window* window, int, int width, int height, int, bool)
VAAPIRenderer::initialize(PDECODER_PARAMETERS params)
{
int err;
SDL_SysWMinfo info;
m_VideoWidth = width;
m_VideoHeight = height;
m_VideoWidth = params->width;
m_VideoHeight = params->height;
SDL_GetWindowSize(window, &m_DisplayWidth, &m_DisplayHeight);
SDL_GetWindowSize(params->window, &m_DisplayWidth, &m_DisplayHeight);
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
if (!SDL_GetWindowWMInfo(params->window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
@@ -76,8 +84,6 @@ VAAPIRenderer::initialize(SDL_Window* window, int, int width, int height, int, b
}
else if (info.subsystem == SDL_SYSWM_WAYLAND) {
#ifdef HAVE_LIBVA_WAYLAND
m_WaylandSurface = info.info.wl.surface;
m_WaylandDisplay = info.info.wl.display;
vaDeviceContext->display = vaGetDisplayWl(info.info.wl.display);
if (!vaDeviceContext->display) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -88,6 +94,39 @@ VAAPIRenderer::initialize(SDL_Window* window, int, int width, int height, int, b
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Moonlight not compiled with VAAPI Wayland support!");
return false;
#endif
}
// TODO: Upstream a better solution for SDL_GetWindowWMInfo on KMSDRM
else if (strcmp(SDL_GetCurrentVideoDriver(), "KMSDRM") == 0) {
#ifdef HAVE_LIBVA_DRM
const char* device = SDL_getenv("DRM_DEV");
if (device == nullptr) {
device = "/dev/dri/card0";
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Opening DRM device: %s",
device);
m_DrmFd = open(device, O_RDWR | O_CLOEXEC);
if (m_DrmFd < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open DRM device: %d",
errno);
return false;
}
vaDeviceContext->display = vaGetDisplayDRM(m_DrmFd);
if (!vaDeviceContext->display) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to open DRM display for VAAPI");
return false;
}
#else
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Moonlight not compiled with VAAPI DRM support!");
return false;
#endif
}
else {
@@ -116,11 +155,12 @@ VAAPIRenderer::initialize(SDL_Window* window, int, int width, int height, int, b
"Driver: %s",
vendorString ? vendorString : "<unknown>");
// AMD's Gallium VAAPI driver has a nasty memory leak
// that causes memory to be leaked for each submitted frame.
// The Flatpak runtime has a VDPAU driver in place that works
// well, so use that instead on AMD systems.
if (vendorString && qgetenv("FORCE_VAAPI") != "1") {
// AMD's Gallium VAAPI driver has a nasty memory leak that causes memory
// to be leaked for each submitted frame. The Flatpak runtime has a VDPAU
// driver in place that works well, so use that instead on AMD systems. If
// we're using Wayland, we have no choice but to use VAAPI because VDPAU
// is only supported under X11.
if (vendorString && qgetenv("FORCE_VAAPI") != "1" && m_WindowSystem == SDL_SYSWM_X11) {
QString vendorStr(vendorString);
if (vendorStr.contains("AMD", Qt::CaseInsensitive) ||
vendorStr.contains("Radeon", Qt::CaseInsensitive)) {
@@ -158,7 +198,7 @@ VAAPIRenderer::prepareDecoderContext(AVCodecContext* context)
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using VAAPI accelerated renderer on %s",
m_WindowSystem == SDL_SYSWM_X11 ? "X11" : "Wayland");
SDL_GetCurrentVideoDriver());
return true;
}
@@ -171,15 +211,12 @@ VAAPIRenderer::needsTestFrame()
return true;
}
int
VAAPIRenderer::getDecoderCapabilities()
bool
VAAPIRenderer::isDirectRenderingSupported()
{
return 0;
}
IFFmpegRenderer::FramePacingConstraint VAAPIRenderer::getFramePacingConstraint()
{
return PACING_ANY;
// Many Wayland renderers don't support YUV surfaces, so use
// another frontend renderer to draw our frames.
return m_WindowSystem == SDL_SYSWM_X11;
}
void
@@ -212,27 +249,10 @@ VAAPIRenderer::renderFrame(AVFrame* frame)
#endif
}
else if (m_WindowSystem == SDL_SYSWM_WAYLAND) {
#ifdef HAVE_LIBVA_WAYLAND
struct wl_buffer* buffer;
VAStatus status;
status = vaGetSurfaceBufferWl(vaDeviceContext->display,
surface,
VA_FRAME_PICTURE,
&buffer);
if (status == VA_STATUS_SUCCESS) {
wl_surface_attach(m_WaylandSurface, buffer, 0, 0);
wl_surface_damage(m_WaylandSurface, dst.x, dst.y, dst.w, dst.h);
wl_display_flush(m_WaylandDisplay);
wl_surface_commit(m_WaylandSurface);
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"vaGetSurfaceBufferWl failed(): %d",
status);
}
#endif
// We don't support direct rendering on Wayland, so we should
// never get called there. Many common Wayland compositors don't
// support YUV surfaces, so direct rendering would fail.
SDL_assert(false);
}
else {
// We don't accept anything else in initialize().
+10 -17
View File
@@ -22,6 +22,9 @@ extern "C" {
#ifdef HAVE_LIBVA_WAYLAND
#include <va/va_wayland.h>
#endif
#ifdef HAVE_LIBVA_DRM
#include <va/va_drm.h>
#endif
#include <libavutil/hwcontext_vaapi.h>
}
@@ -29,32 +32,22 @@ class VAAPIRenderer : public IFFmpegRenderer
{
public:
VAAPIRenderer();
virtual ~VAAPIRenderer();
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync);
virtual bool prepareDecoderContext(AVCodecContext* context);
virtual void renderFrame(AVFrame* frame);
virtual bool needsTestFrame();
virtual int getDecoderCapabilities();
virtual FramePacingConstraint getFramePacingConstraint();
virtual ~VAAPIRenderer() override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool needsTestFrame() override;
virtual bool isDirectRenderingSupported() override;
private:
int m_WindowSystem;
AVBufferRef* m_HwContext;
int m_DrmFd;
#ifdef HAVE_LIBVA_X11
Window m_XWindow;
#endif
#ifdef HAVE_LIBVA_WAYLAND
struct wl_surface* m_WaylandSurface;
struct wl_display* m_WaylandDisplay;
#endif
int m_VideoWidth;
int m_VideoHeight;
int m_DisplayWidth;
+5 -15
View File
@@ -54,14 +54,14 @@ VDPAURenderer::~VDPAURenderer()
}
}
bool VDPAURenderer::initialize(SDL_Window* window, int, int width, int height, int, bool)
bool VDPAURenderer::initialize(PDECODER_PARAMETERS params)
{
int err;
VdpStatus status;
SDL_SysWMinfo info;
m_VideoWidth = width;
m_VideoHeight = height;
m_VideoWidth = params->width;
m_VideoHeight = params->height;
err = av_hwdevice_ctx_create(&m_HwContext,
AV_HWDEVICE_TYPE_VDPAU,
@@ -93,11 +93,11 @@ bool VDPAURenderer::initialize(SDL_Window* window, int, int width, int height, i
GET_PROC_ADDRESS(VDP_FUNC_ID_VIDEO_SURFACE_GET_PARAMETERS, &m_VdpVideoSurfaceGetParameters);
GET_PROC_ADDRESS(VDP_FUNC_ID_GET_INFORMATION_STRING, &m_VdpGetInformationString);
SDL_GetWindowSize(window, (int*)&m_DisplayWidth, (int*)&m_DisplayHeight);
SDL_GetWindowSize(params->window, (int*)&m_DisplayWidth, (int*)&m_DisplayHeight);
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
if (!SDL_GetWindowWMInfo(params->window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
@@ -241,16 +241,6 @@ bool VDPAURenderer::needsTestFrame()
return true;
}
int VDPAURenderer::getDecoderCapabilities()
{
return 0;
}
IFFmpegRenderer::FramePacingConstraint VDPAURenderer::getFramePacingConstraint()
{
return PACING_ANY;
}
void VDPAURenderer::renderFrame(AVFrame* frame)
{
VdpStatus status;
+5 -12
View File
@@ -12,18 +12,11 @@ class VDPAURenderer : public IFFmpegRenderer
{
public:
VDPAURenderer();
virtual ~VDPAURenderer();
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync);
virtual bool prepareDecoderContext(AVCodecContext* context);
virtual void renderFrame(AVFrame* frame);
virtual bool needsTestFrame();
virtual int getDecoderCapabilities();
virtual FramePacingConstraint getFramePacingConstraint();
virtual ~VDPAURenderer() override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool needsTestFrame() override;
private:
uint32_t m_VideoWidth, m_VideoHeight;
+112 -23
View File
@@ -22,13 +22,29 @@ public:
: m_HwContext(nullptr),
m_DisplayLayer(nullptr),
m_FormatDesc(nullptr),
m_StreamView(nullptr)
m_StreamView(nullptr),
m_DisplayLink(nullptr),
m_VsyncMutex(nullptr),
m_VsyncPassed(nullptr)
{
SDL_zero(m_OverlayTextFields);
}
virtual ~VTRenderer() override
{
if (m_DisplayLink != nullptr) {
CVDisplayLinkStop(m_DisplayLink);
CVDisplayLinkRelease(m_DisplayLink);
}
if (m_VsyncPassed != nullptr) {
SDL_DestroyCond(m_VsyncPassed);
}
if (m_VsyncMutex != nullptr) {
SDL_DestroyMutex(m_VsyncMutex);
}
if (m_HwContext != nullptr) {
av_buffer_unref(&m_HwContext);
}
@@ -48,6 +64,78 @@ public:
}
}
static
CVReturn
displayLinkOutputCallback(
CVDisplayLinkRef displayLink,
const CVTimeStamp* /* now */,
const CVTimeStamp* /* vsyncTime */,
CVOptionFlags,
CVOptionFlags*,
void *displayLinkContext)
{
auto me = reinterpret_cast<VTRenderer*>(displayLinkContext);
SDL_assert(displayLink == me->m_DisplayLink);
SDL_LockMutex(me->m_VsyncMutex);
SDL_CondSignal(me->m_VsyncPassed);
SDL_UnlockMutex(me->m_VsyncMutex);
return kCVReturnSuccess;
}
bool initializeVsyncCallback(SDL_SysWMinfo* info)
{
NSScreen* screen = [info->info.cocoa.window screen];
CVReturn status;
if (screen == nullptr) {
// Window not visible on any display, so use a
// CVDisplayLink that can work with all active displays.
// When we become visible, we'll recreate ourselves
// and associate with the new screen.
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"NSWindow is not visible on any display");
status = CVDisplayLinkCreateWithActiveCGDisplays(&m_DisplayLink);
}
else {
CGDirectDisplayID displayId = [[screen deviceDescription][@"NSScreenNumber"] unsignedIntValue];
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"NSWindow on display: %x",
displayId);
status = CVDisplayLinkCreateWithCGDisplay(displayId, &m_DisplayLink);
}
if (status != kCVReturnSuccess) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create CVDisplayLink: %d",
status);
return false;
}
status = CVDisplayLinkSetOutputCallback(m_DisplayLink, displayLinkOutputCallback, this);
if (status != kCVReturnSuccess) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CVDisplayLinkSetOutputCallback() failed: %d",
status);
return false;
}
// The CVDisplayLink callback uses these, so we must initialize them before
// starting the callbacks.
m_VsyncMutex = SDL_CreateMutex();
m_VsyncPassed = SDL_CreateCond();
status = CVDisplayLinkStart(m_DisplayLink);
if (status != kCVReturnSuccess) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CVDisplayLinkStart() failed: %d",
status);
return false;
}
return true;
}
// Caller frees frame after we return
virtual void renderFrame(AVFrame* frame) override
{
@@ -104,18 +192,23 @@ public:
[m_DisplayLayer enqueueSampleBuffer:sampleBuffer];
CFRelease(sampleBuffer);
if (m_DisplayLink != nullptr) {
// Vsync is enabled, so wait for a swap before returning
SDL_LockMutex(m_VsyncMutex);
if (SDL_CondWaitTimeout(m_VsyncPassed, m_VsyncMutex, 100) == SDL_MUTEX_TIMEDOUT) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"V-sync wait timed out after 100 ms");
}
SDL_UnlockMutex(m_VsyncMutex);
}
}
virtual bool initialize(SDL_Window* window,
int videoFormat,
int,
int,
int,
bool) override
virtual bool initialize(PDECODER_PARAMETERS params) override
{
int err;
if (videoFormat & VIDEO_FORMAT_MASK_H264) {
if (params->videoFormat & VIDEO_FORMAT_MASK_H264) {
// Prior to 10.13, we'll just assume everything has
// H.264 support and fail open to allow VT decode.
#if __MAC_OS_X_VERSION_MAX_ALLOWED >= 101300
@@ -133,7 +226,7 @@ public:
"Assuming H.264 HW decode on < macOS 10.13");
}
}
else if (videoFormat & VIDEO_FORMAT_MASK_H265) {
else if (params->videoFormat & VIDEO_FORMAT_MASK_H265) {
#if __MAC_OS_X_VERSION_MAX_ALLOWED >= 101300
if (__builtin_available(macOS 10.13, *)) {
if (!VTIsHardwareDecodeSupported(kCMVideoCodecType_HEVC)) {
@@ -156,7 +249,7 @@ public:
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(window, &info)) {
if (!SDL_GetWindowWMInfo(params->window, &info)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
@@ -196,6 +289,12 @@ public:
return false;
}
if (params->enableVsync) {
if (!initializeVsyncCallback(&info)) {
return false;
}
}
return true;
}
@@ -283,25 +382,15 @@ public:
return true;
}
virtual int getDecoderCapabilities() override
{
return 0;
}
virtual IFFmpegRenderer::FramePacingConstraint getFramePacingConstraint() override
{
// This renderer is inherently tied to V-sync due how we're
// rendering with AVSampleBufferDisplay layer. Running without
// the V-Sync source leads to massive stuttering.
return PACING_FORCE_ON;
}
private:
AVBufferRef* m_HwContext;
AVSampleBufferDisplayLayer* m_DisplayLayer;
CMVideoFormatDescriptionRef m_FormatDesc;
NSView* m_StreamView;
NSTextField* m_OverlayTextFields[Overlay::OverlayMax];
CVDisplayLinkRef m_DisplayLink;
SDL_mutex* m_VsyncMutex;
SDL_cond* m_VsyncPassed;
};
IFFmpegRenderer* VTRendererFactory::createRenderer() {
+236 -120
View File
@@ -6,6 +6,7 @@
#include <h264_stream.h>
#include "ffmpeg-renderers/sdlvid.h"
#include "ffmpeg-renderers/cuda.h"
#ifdef Q_OS_WIN32
#include "ffmpeg-renderers/dxva2.h"
@@ -23,6 +24,14 @@
#include "ffmpeg-renderers/vdpau.h"
#endif
#ifdef HAVE_MMAL
#include "ffmpeg-renderers/mmal.h"
#endif
#ifdef HAVE_DRM
#include "ffmpeg-renderers/drm.h"
#endif
// This is gross but it allows us to use sizeof()
#include "ffmpeg_videosamples.cpp"
@@ -32,12 +41,13 @@
bool FFmpegVideoDecoder::isHardwareAccelerated()
{
return m_HwDecodeCfg != nullptr;
return m_HwDecodeCfg != nullptr ||
(m_VideoDecoderCtx->codec->capabilities & AV_CODEC_CAP_HARDWARE) != 0;
}
int FFmpegVideoDecoder::getDecoderCapabilities()
{
return m_Renderer->getDecoderCapabilities();
return m_BackendRenderer->getDecoderCapabilities();
}
enum AVPixelFormat FFmpegVideoDecoder::ffGetFormat(AVCodecContext* context,
@@ -65,7 +75,8 @@ FFmpegVideoDecoder::FFmpegVideoDecoder(bool testOnly)
: m_VideoDecoderCtx(nullptr),
m_DecodeBuffer(1024 * 1024, 0),
m_HwDecodeCfg(nullptr),
m_Renderer(nullptr),
m_BackendRenderer(nullptr),
m_FrontendRenderer(nullptr),
m_ConsecutiveFailedDecodes(0),
m_Pacer(nullptr),
m_LastFrameNumber(0),
@@ -94,9 +105,9 @@ FFmpegVideoDecoder::~FFmpegVideoDecoder()
av_log_set_level(AV_LOG_INFO);
}
IFFmpegRenderer* FFmpegVideoDecoder::getRenderer()
IFFmpegRenderer* FFmpegVideoDecoder::getBackendRenderer()
{
return m_Renderer;
return m_BackendRenderer;
}
void FFmpegVideoDecoder::reset()
@@ -115,8 +126,14 @@ void FFmpegVideoDecoder::reset()
Session::get()->getOverlayManager().setOverlayRenderer(nullptr);
}
delete m_Renderer;
m_Renderer = nullptr;
// If we have a separate frontend renderer, free that first
if (m_FrontendRenderer != m_BackendRenderer) {
delete m_FrontendRenderer;
}
delete m_BackendRenderer;
m_FrontendRenderer = m_BackendRenderer = nullptr;
if (!m_TestOnly) {
logVideoStats(m_GlobalVideoStats, "Global video stats");
@@ -127,35 +144,57 @@ void FFmpegVideoDecoder::reset()
}
}
bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* window,
int videoFormat, int width, int height,
int maxFps, bool enableFramePacing, bool testFrame)
bool FFmpegVideoDecoder::createFrontendRenderer(PDECODER_PARAMETERS params)
{
if (m_BackendRenderer->isDirectRenderingSupported()) {
// The backend renderer can render to the display
m_FrontendRenderer = m_BackendRenderer;
}
else {
// The backend renderer cannot directly render to the display, so
// we will create an SDL renderer to draw the frames.
m_FrontendRenderer = new SdlRenderer();
if (!m_FrontendRenderer->initialize(params)) {
return false;
}
}
// Determine whether the frontend renderer prefers frame pacing
auto vsyncConstraint = m_FrontendRenderer->getFramePacingConstraint();
if (vsyncConstraint == IFFmpegRenderer::PACING_FORCE_OFF && params->enableFramePacing) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frame pacing is forcefully disabled by the frontend renderer");
params->enableFramePacing = false;
}
else if (vsyncConstraint == IFFmpegRenderer::PACING_FORCE_ON && !params->enableFramePacing) {
// FIXME: This duplicates logic in Session.cpp
int displayHz = StreamUtils::getDisplayRefreshRate(params->window);
if (displayHz + 5 >= params->frameRate) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frame pacing is forcefully enabled by the frontend renderer");
params->enableFramePacing = true;
}
}
return true;
}
bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, PDECODER_PARAMETERS params, bool testFrame)
{
// In test-only mode, we should only see test frames
SDL_assert(!m_TestOnly || testFrame);
auto vsyncConstraint = m_Renderer->getFramePacingConstraint();
if (vsyncConstraint == IFFmpegRenderer::PACING_FORCE_OFF && enableFramePacing) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frame pacing is forcefully disabled by the active renderer");
enableFramePacing = false;
}
else if (vsyncConstraint == IFFmpegRenderer::PACING_FORCE_ON && !enableFramePacing) {
// FIXME: This duplicates logic in Session.cpp
int displayHz = StreamUtils::getDisplayRefreshRate(window);
if (displayHz + 5 >= maxFps) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frame pacing is forcefully enabled by the active renderer");
enableFramePacing = true;
}
// Create the frontend renderer based on the capabilities of the backend renderer
if (!createFrontendRenderer(params)) {
return false;
}
m_StreamFps = maxFps;
m_StreamFps = params->frameRate;
// Don't bother initializing Pacer if we're not actually going to render
if (!testFrame) {
m_Pacer = new Pacer(m_Renderer, &m_ActiveWndVideoStats);
if (!m_Pacer->initialize(window, maxFps, enableFramePacing)) {
m_Pacer = new Pacer(m_FrontendRenderer, &m_ActiveWndVideoStats);
if (!m_Pacer->initialize(params->window, params->frameRate, params->enableFramePacing)) {
return false;
}
}
@@ -174,8 +213,17 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* wi
m_VideoDecoderCtx->flags |= AV_CODEC_FLAG_OUTPUT_CORRUPT;
m_VideoDecoderCtx->flags2 |= AV_CODEC_FLAG2_SHOW_ALL;
// Report decoding errors to allow us to request a key frame
//
// With HEVC streams, FFmpeg can drop a frame (hwaccel->start_frame() fails)
// without telling us. Since we have an infinite GOP length, this causes artifacts
// on screen that persist for a long time. It's easy to cause this condition
// by using NVDEC and delaying 100 ms randomly in the render path so the decoder
// runs out of output buffers.
m_VideoDecoderCtx->err_recognition = AV_EF_EXPLODE;
// Enable slice multi-threading for software decoding
if (!m_HwDecodeCfg) {
if (!isHardwareAccelerated()) {
m_VideoDecoderCtx->thread_type = FF_THREAD_SLICE;
m_VideoDecoderCtx->thread_count = qMin(MAX_SLICES, SDL_GetCPUCount());
}
@@ -185,13 +233,13 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* wi
}
// Setup decoding parameters
m_VideoDecoderCtx->width = width;
m_VideoDecoderCtx->height = height;
m_VideoDecoderCtx->pix_fmt = AV_PIX_FMT_YUV420P; // FIXME: HDR
m_VideoDecoderCtx->width = params->width;
m_VideoDecoderCtx->height = params->height;
m_VideoDecoderCtx->pix_fmt = m_FrontendRenderer->getPreferredPixelFormat(params->videoFormat);
m_VideoDecoderCtx->get_format = ffGetFormat;
// Allow the renderer to attach data to this decoder
if (!m_Renderer->prepareDecoderContext(m_VideoDecoderCtx)) {
// Allow the backend renderer to attach data to this decoder
if (!m_BackendRenderer->prepareDecoderContext(m_VideoDecoderCtx)) {
return false;
}
@@ -206,7 +254,7 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* wi
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to open decoder for format: %x",
videoFormat);
params->videoFormat);
return false;
}
@@ -216,7 +264,7 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* wi
// now to see if things will actually work when the video stream
// comes in.
if (testFrame) {
if (videoFormat & VIDEO_FORMAT_MASK_H264) {
if (params->videoFormat & VIDEO_FORMAT_MASK_H264) {
m_Pkt.data = (uint8_t*)k_H264TestFrame;
m_Pkt.size = sizeof(k_H264TestFrame);
}
@@ -235,8 +283,8 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* wi
}
}
else {
if ((videoFormat & VIDEO_FORMAT_MASK_H264) &&
!(m_Renderer->getDecoderCapabilities() & CAPABILITY_REFERENCE_FRAME_INVALIDATION_AVC)) {
if ((params->videoFormat & VIDEO_FORMAT_MASK_H264) &&
!(m_BackendRenderer->getDecoderCapabilities() & CAPABILITY_REFERENCE_FRAME_INVALIDATION_AVC)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using H.264 SPS fixup");
m_NeedsSpsFixup = true;
@@ -245,8 +293,8 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, SDL_Window* wi
m_NeedsSpsFixup = false;
}
// Tell overlay manager to use this renderer
Session::get()->getOverlayManager().setOverlayRenderer(m_Renderer);
// Tell overlay manager to use this frontend renderer
Session::get()->getOverlayManager().setOverlayRenderer(m_FrontendRenderer);
}
return true;
@@ -331,54 +379,108 @@ void FFmpegVideoDecoder::logVideoStats(VIDEO_STATS& stats, const char* title)
}
}
IFFmpegRenderer* FFmpegVideoDecoder::createAcceleratedRenderer(const AVCodecHWConfig* hwDecodeCfg)
IFFmpegRenderer* FFmpegVideoDecoder::createHwAccelRenderer(const AVCodecHWConfig* hwDecodeCfg, int pass)
{
if (!(hwDecodeCfg->methods & AV_CODEC_HW_CONFIG_METHOD_HW_DEVICE_CTX)) {
return nullptr;
}
// Look for acceleration types we support
switch (hwDecodeCfg->device_type) {
// First pass using our top-tier hwaccel implementations
if (pass == 0) {
switch (hwDecodeCfg->device_type) {
#ifdef Q_OS_WIN32
case AV_HWDEVICE_TYPE_DXVA2:
return new DXVA2Renderer();
case AV_HWDEVICE_TYPE_DXVA2:
return new DXVA2Renderer();
#endif
#ifdef Q_OS_DARWIN
case AV_HWDEVICE_TYPE_VIDEOTOOLBOX:
return VTRendererFactory::createRenderer();
case AV_HWDEVICE_TYPE_VIDEOTOOLBOX:
return VTRendererFactory::createRenderer();
#endif
#ifdef HAVE_LIBVA
case AV_HWDEVICE_TYPE_VAAPI:
return new VAAPIRenderer();
case AV_HWDEVICE_TYPE_VAAPI:
return new VAAPIRenderer();
#endif
#ifdef HAVE_LIBVDPAU
case AV_HWDEVICE_TYPE_VDPAU:
return new VDPAURenderer();
case AV_HWDEVICE_TYPE_VDPAU:
return new VDPAURenderer();
#endif
default:
default:
return nullptr;
}
}
// Second pass for our second-tier hwaccel implementations
else if (pass == 1) {
switch (hwDecodeCfg->device_type) {
case AV_HWDEVICE_TYPE_CUDA:
// CUDA should only be used if all other options fail, since it requires
// read-back of frames. This should only be used for the NVIDIA+Wayland case
// with VDPAU covering the NVIDIA+X11 scenario.
return new CUDARenderer();
default:
return nullptr;
}
}
else {
SDL_assert(false);
return nullptr;
}
}
bool FFmpegVideoDecoder::initialize(
StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync,
bool enableFramePacing)
bool FFmpegVideoDecoder::tryInitializeRenderer(AVCodec* decoder,
PDECODER_PARAMETERS params,
const AVCodecHWConfig* hwConfig,
std::function<IFFmpegRenderer*()> createRendererFunc)
{
m_BackendRenderer = createRendererFunc();
m_HwDecodeCfg = hwConfig;
if (m_BackendRenderer != nullptr &&
m_BackendRenderer->initialize(params) &&
completeInitialization(decoder, params, m_TestOnly || m_BackendRenderer->needsTestFrame())) {
if (m_TestOnly) {
// This decoder is only for testing capabilities, so don't bother
// creating a usable renderer
return true;
}
if (m_BackendRenderer->needsTestFrame()) {
// The test worked, so now let's initialize it for real
reset();
if ((m_BackendRenderer = createRendererFunc()) != nullptr &&
m_BackendRenderer->initialize(params) &&
completeInitialization(decoder, params, false)) {
return true;
}
else {
SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION,
"Decoder failed to initialize after successful test");
reset();
}
}
else {
// No test required. Good to go now.
return true;
}
}
else {
// Failed to initialize or test frame failed, so keep looking
reset();
}
return false;
}
bool FFmpegVideoDecoder::initialize(PDECODER_PARAMETERS params)
{
AVCodec* decoder;
// Increase log level until the first frame is decoded
av_log_set_level(AV_LOG_DEBUG);
if (videoFormat & VIDEO_FORMAT_MASK_H264) {
if (params->videoFormat & VIDEO_FORMAT_MASK_H264) {
decoder = avcodec_find_decoder(AV_CODEC_ID_H264);
}
else if (videoFormat & VIDEO_FORMAT_MASK_H265) {
else if (params->videoFormat & VIDEO_FORMAT_MASK_H265) {
decoder = avcodec_find_decoder(AV_CODEC_ID_HEVC);
}
else {
@@ -389,67 +491,87 @@ bool FFmpegVideoDecoder::initialize(
if (!decoder) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to find decoder for format: %x",
videoFormat);
params->videoFormat);
return false;
}
for (int i = 0;; i++) {
const AVCodecHWConfig *config = avcodec_get_hw_config(decoder, i);
if (!config || vds == StreamingPreferences::VDS_FORCE_SOFTWARE) {
// No matching hardware acceleration support.
// This is not an error.
m_HwDecodeCfg = nullptr;
m_Renderer = new SdlRenderer();
if (vds != StreamingPreferences::VDS_FORCE_HARDWARE &&
m_Renderer->initialize(window, videoFormat, width, height, maxFps, enableVsync) &&
completeInitialization(decoder, window, videoFormat, width, height, maxFps, enableFramePacing, m_TestOnly)) {
return true;
// Look for a hardware decoder first unless software-only
if (params->vds != StreamingPreferences::VDS_FORCE_SOFTWARE) {
// Look for the first matching hwaccel hardware decoder (pass 0)
for (int i = 0;; i++) {
const AVCodecHWConfig *config = avcodec_get_hw_config(decoder, i);
if (!config) {
// No remaing hwaccel options
break;
}
else {
reset();
return false;
// Initialize the hardware codec and submit a test frame if the renderer needs it
if (tryInitializeRenderer(decoder, params, config,
[config]() -> IFFmpegRenderer* { return createHwAccelRenderer(config, 0); })) {
return true;
}
}
m_Renderer = createAcceleratedRenderer(config);
if (!m_Renderer) {
continue;
// Continue with special non-hwaccel hardware decoders
#ifdef HAVE_MMAL
// MMAL is the decoder for the Raspberry Pi
if (params->videoFormat & VIDEO_FORMAT_MASK_H264) {
AVCodec* mmalDecoder = avcodec_find_decoder_by_name("h264_mmal");
if (mmalDecoder != nullptr &&
tryInitializeRenderer(mmalDecoder, params, nullptr,
[]() -> IFFmpegRenderer* { return new MmalRenderer(); })) {
return true;
}
}
#endif
m_HwDecodeCfg = config;
// Initialize the hardware codec and submit a test frame if the renderer needs it
if (m_Renderer->initialize(window, videoFormat, width, height, maxFps, enableVsync) &&
completeInitialization(decoder, window, videoFormat, width, height, maxFps, enableFramePacing, m_TestOnly || m_Renderer->needsTestFrame())) {
if (m_TestOnly) {
// This decoder is only for testing capabilities, so don't bother
// creating a usable renderer
return true;
}
#ifdef HAVE_DRM
// RKMPP is a hardware accelerated decoder that outputs DRI PRIME buffers
AVCodec* rkmppDecoder;
if (m_Renderer->needsTestFrame()) {
// The test worked, so now let's initialize it for real
reset();
if ((m_Renderer = createAcceleratedRenderer(config)) != nullptr &&
m_Renderer->initialize(window, videoFormat, width, height, maxFps, enableVsync) &&
completeInitialization(decoder, window, videoFormat, width, height, maxFps, enableFramePacing, false)) {
return true;
}
else {
SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION,
"Decoder failed to initialize after successful test");
reset();
}
}
else {
// No test required. Good to go now.
return true;
}
if (params->videoFormat & VIDEO_FORMAT_MASK_H264) {
rkmppDecoder = avcodec_find_decoder_by_name("h264_rkmpp");
}
else {
// Failed to initialize or test frame failed, so keep looking
reset();
rkmppDecoder = avcodec_find_decoder_by_name("hevc_rkmpp");
}
if (rkmppDecoder != nullptr &&
tryInitializeRenderer(rkmppDecoder, params, nullptr,
[]() -> IFFmpegRenderer* { return new DrmRenderer(); })) {
return true;
}
#endif
// Look for the first matching hwaccel hardware decoder (pass 1)
// This picks up "second-tier" hwaccels like CUDA.
for (int i = 0;; i++) {
const AVCodecHWConfig *config = avcodec_get_hw_config(decoder, i);
if (!config) {
// No remaing hwaccel options
break;
}
// Initialize the hardware codec and submit a test frame if the renderer needs it
if (tryInitializeRenderer(decoder, params, config,
[config]() -> IFFmpegRenderer* { return createHwAccelRenderer(config, 1); })) {
return true;
}
}
}
// Fallback to software if no matching hardware decoder was found
// and if software fallback is allowed
if (params->vds != StreamingPreferences::VDS_FORCE_HARDWARE) {
if (tryInitializeRenderer(decoder, params, nullptr,
[]() -> IFFmpegRenderer* { return new SdlRenderer(); })) {
return true;
}
}
// No decoder worked
return false;
}
void FFmpegVideoDecoder::writeBuffer(PLENTRY entry, int& offset)
@@ -542,9 +664,9 @@ int FFmpegVideoDecoder::submitDecodeUnit(PDECODE_UNIT du)
// Add some extra space in case we need to do an SPS fixup
requiredBufferSize += MAX_SPS_EXTRA_SIZE;
}
if (requiredBufferSize + AV_INPUT_BUFFER_PADDING_SIZE > m_DecodeBuffer.length()) {
m_DecodeBuffer = QByteArray(requiredBufferSize + AV_INPUT_BUFFER_PADDING_SIZE, 0);
}
// Ensure the decoder buffer is large enough
m_DecodeBuffer.reserve(requiredBufferSize + AV_INPUT_BUFFER_PADDING_SIZE);
int offset = 0;
while (entry != nullptr) {
@@ -630,14 +752,8 @@ int FFmpegVideoDecoder::submitDecodeUnit(PDECODE_UNIT du)
return DR_OK;
}
// Called on main thread
void FFmpegVideoDecoder::renderFrame(SDL_UserEvent*)
void FFmpegVideoDecoder::renderFrameOnMainThread()
{
SDL_assert(false);
m_Pacer->renderOnMainThread();
}
// Called on main thread
void FFmpegVideoDecoder::dropFrame(SDL_UserEvent*)
{
SDL_assert(false);
}
+16 -16
View File
@@ -1,5 +1,7 @@
#pragma once
#include <functional>
#include "decoder.h"
#include "ffmpeg-renderers/renderer.h"
#include "ffmpeg-renderers/pacer/pacer.h"
@@ -12,26 +14,16 @@ class FFmpegVideoDecoder : public IVideoDecoder {
public:
FFmpegVideoDecoder(bool testOnly);
virtual ~FFmpegVideoDecoder() override;
virtual bool initialize(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync,
bool enableFramePacing) override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool isHardwareAccelerated() override;
virtual int getDecoderCapabilities() override;
virtual int submitDecodeUnit(PDECODE_UNIT du) override;
virtual void renderFrame(SDL_UserEvent* event) override;
virtual void dropFrame(SDL_UserEvent* event) override;
virtual void renderFrameOnMainThread() override;
virtual IFFmpegRenderer* getRenderer();
virtual IFFmpegRenderer* getBackendRenderer();
private:
bool completeInitialization(AVCodec* decoder, SDL_Window* window,
int videoFormat, int width, int height,
int maxFps, bool enableFramePacing, bool testFrame);
bool completeInitialization(AVCodec* decoder, PDECODER_PARAMETERS params, bool testFrame);
void stringifyVideoStats(VIDEO_STATS& stats, char* output);
@@ -39,7 +31,14 @@ private:
void addVideoStats(VIDEO_STATS& src, VIDEO_STATS& dst);
IFFmpegRenderer* createAcceleratedRenderer(const AVCodecHWConfig* hwDecodeCfg);
bool createFrontendRenderer(PDECODER_PARAMETERS params);
bool tryInitializeRenderer(AVCodec* decoder,
PDECODER_PARAMETERS params,
const AVCodecHWConfig* hwConfig,
std::function<IFFmpegRenderer*()> createRendererFunc);
static IFFmpegRenderer* createHwAccelRenderer(const AVCodecHWConfig* hwDecodeCfg, int pass);
void reset();
@@ -53,7 +52,8 @@ private:
AVCodecContext* m_VideoDecoderCtx;
QByteArray m_DecodeBuffer;
const AVCodecHWConfig* m_HwDecodeCfg;
IFFmpegRenderer* m_Renderer;
IFFmpegRenderer* m_BackendRenderer;
IFFmpegRenderer* m_FrontendRenderer;
int m_ConsecutiveFailedDecodes;
Pacer* m_Pacer;
VIDEO_STATS m_ActiveWndVideoStats;
+32 -7
View File
@@ -4,7 +4,7 @@ SLVideoDecoder::SLVideoDecoder(bool)
: m_VideoContext(nullptr),
m_VideoStream(nullptr)
{
SLVideo_SetLogFunction(SLVideoDecoder::slLogCallback, nullptr);
}
SLVideoDecoder::~SLVideoDecoder()
@@ -32,17 +32,15 @@ SLVideoDecoder::getDecoderCapabilities()
}
bool
SLVideoDecoder::initialize(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window*,
int videoFormat, int, int, int frameRate, bool, bool)
SLVideoDecoder::initialize(PDECODER_PARAMETERS params)
{
// SLVideo only supports hardware decoding
if (vds == StreamingPreferences::VDS_FORCE_SOFTWARE) {
if (params->vds == StreamingPreferences::VDS_FORCE_SOFTWARE) {
return false;
}
// SLVideo only supports H.264
if (videoFormat != VIDEO_FORMAT_H264) {
if (params->videoFormat != VIDEO_FORMAT_H264) {
return false;
}
@@ -61,7 +59,7 @@ SLVideoDecoder::initialize(StreamingPreferences::VideoDecoderSelection vds,
return false;
}
SLVideo_SetStreamTargetFramerate(m_VideoStream, frameRate, 1);
SLVideo_SetStreamTargetFramerate(m_VideoStream, params->frameRate, 1);
return true;
}
@@ -110,3 +108,30 @@ SLVideoDecoder::submitDecodeUnit(PDECODE_UNIT du)
return DR_OK;
}
void SLVideoDecoder::slLogCallback(void*, ESLVideoLog logLevel, const char *message)
{
SDL_LogPriority priority;
switch (logLevel)
{
case k_ESLVideoLogError:
priority = SDL_LOG_PRIORITY_ERROR;
break;
case k_ESLVideoLogWarning:
priority = SDL_LOG_PRIORITY_WARN;
break;
case k_ESLVideoLogInfo:
priority = SDL_LOG_PRIORITY_INFO;
break;
default:
case k_ESLVideoLogDebug:
priority = SDL_LOG_PRIORITY_DEBUG;
break;
}
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION,
priority,
"SLVideo: %s",
message);
}
+4 -10
View File
@@ -9,23 +9,17 @@ class SLVideoDecoder : public IVideoDecoder
public:
SLVideoDecoder(bool testOnly);
virtual ~SLVideoDecoder();
virtual bool initialize(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window,
int videoFormat,
int width,
int height,
int frameRate,
bool enableVsync,
bool enableFramePacing);
virtual bool initialize(PDECODER_PARAMETERS params);
virtual bool isHardwareAccelerated();
virtual int getDecoderCapabilities();
virtual int submitDecodeUnit(PDECODE_UNIT du);
// Unused since rendering is done directly from the decode thread
virtual void renderFrame(SDL_UserEvent*) {}
virtual void dropFrame(SDL_UserEvent*) {}
virtual void renderFrameOnMainThread() {}
private:
static void slLogCallback(void* context, ESLVideoLog logLevel, const char* message);
CSLVideoContext* m_VideoContext;
CSLVideoStream* m_VideoStream;
};
+1 -1
View File
@@ -1 +1 @@
0.10.0
1.1.1
+13
View File
@@ -0,0 +1,13 @@
# Support debug and release builds from command line for CI
CONFIG += debug_and_release
# Ensure symbols are always generated
CONFIG += force_debug_info
# Disable asserts on release builds
CONFIG(release, debug|release) {
DEFINES += NDEBUG
}
# Enable ASan if desired
#CONFIG += sanitizer sanitize_address
+3 -6
View File
@@ -10,18 +10,15 @@ QT -= core gui
TARGET = h264bitstream
TEMPLATE = lib
# Support debug and release builds from command line for CI
CONFIG += debug_and_release
# Ensure symbols are always generated
CONFIG += force_debug_info
# Build a static library
CONFIG += staticlib
# Disable warnings
CONFIG += warn_off
# Include global qmake defs
include(../globaldefs.pri)
# Older GCC versions defaulted to GNU89
*-g++ {
QMAKE_CFLAGS += -std=gnu99
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -51,6 +51,7 @@
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_shape.h"
#include "SDL_system.h"
#include "SDL_thread.h"
@@ -80,10 +81,11 @@ extern "C" {
#define SDL_INIT_HAPTIC 0x00001000u
#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000u
#define SDL_INIT_SENSOR 0x00008000u
#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
)
/* @} */
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -162,12 +162,29 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__)
#if 0 /* defined(__LINUX__) || defined(__ANDROID__) */
/* Information from:
https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
The Linux kernel provides a helper function which provides the right code for a memory barrier,
hard-coded at address 0xffff0fa0
*/
typedef void (*SDL_KernelMemoryBarrierFunc)();
#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#elif 0 /* defined(__QNXNTO__) */
#include <sys/cpuinline.h>
#define SDL_MemoryBarrierRelease() __cpu_membarrier()
#define SDL_MemoryBarrierAcquire() __cpu_membarrier()
#else
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) || defined(__ARM_ARCH_5TE__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
#define SDL_MEMORY_BARRIER_USES_FUNCTION
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#else
@@ -177,6 +194,7 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* __LINUX__ || __ANDROID__ */
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -140,7 +140,8 @@ typedef Uint16 SDL_AudioFormat;
#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008
#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE)
/* @} */
/* @} *//* Audio flags */
@@ -419,23 +420,56 @@ extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
/* @} *//* Pause audio functions */
/**
* This function loads a WAVE from the data source, automatically freeing
* that source if \c freesrc is non-zero. For example, to load a WAVE file,
* you could do:
* \brief Load the audio data of a WAVE file into memory
*
* Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len
* to be valid pointers. The entire data portion of the file is then loaded
* into memory and decoded if necessary.
*
* If \c freesrc is non-zero, the data source gets automatically closed and
* freed before the function returns.
*
* Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits),
* IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and
* µ-law (8 bits). Other formats are currently unsupported and cause an error.
*
* If this function succeeds, the pointer returned by it is equal to \c spec
* and the pointer to the audio data allocated by the function is written to
* \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec
* members \c freq, \c channels, and \c format are set to the values of the
* audio data in the buffer. The \c samples member is set to a sane default and
* all others are set to zero.
*
* It's necessary to use SDL_FreeWAV() to free the audio data returned in
* \c audio_buf when it is no longer used.
*
* Because of the underspecification of the Waveform format, there are many
* problematic files in the wild that cause issues with strict decoders. To
* provide compatibility with these files, this decoder is lenient in regards
* to the truncation of the file, the fact chunk, and the size of the RIFF
* chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION,
* and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the
* loading process.
*
* Any file that is invalid (due to truncation, corruption, or wrong values in
* the headers), too big, or unsupported causes an error. Additionally, any
* critical I/O error from the data source will terminate the loading process
* with an error. The function returns NULL on error and in all cases (with the
* exception of \c src being NULL), an appropriate error message will be set.
*
* It is required that the data source supports seeking.
*
* Example:
* \code
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
* \endcode
*
* If this function succeeds, it returns the given SDL_AudioSpec,
* filled with the audio data format of the wave data, and sets
* \c *audio_buf to a malloc()'d buffer containing the audio data,
* and sets \c *audio_len to the length of that audio buffer, in bytes.
* You need to free the audio buffer with SDL_FreeWAV() when you are
* done with it.
*
* This function returns NULL and sets the SDL error message if the
* wave file cannot be opened, uses an unknown data format, or is
* corrupt. Currently raw and MS-ADPCM WAVE files are supported.
* \param src The data source with the WAVE data
* \param freesrc A integer value that makes the function close the data source if non-zero
* \param spec A pointer filled with the audio format of the audio data
* \param audio_buf A pointer filled with the audio data allocated by the function
* \param audio_len A pointer filled with the length of the audio data buffer in bytes
* \return NULL on error, or non-NULL on success.
*/
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
int freesrc,
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -101,6 +101,15 @@ SDL_MostSignificantBitIndex32(Uint32 x)
#endif
}
SDL_FORCE_INLINE SDL_bool
SDL_HasExactlyOneBitSet32(Uint32 x)
{
if (x && !(x & (x - 1))) {
return SDL_TRUE;
}
return SDL_FALSE;
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -90,12 +90,12 @@ typedef enum
/**
* \brief Create a custom blend mode, which may or may not be supported by a given renderer
*
* \param srcColorFactor
* \param dstColorFactor
* \param colorOperation
* \param srcAlphaFactor
* \param dstAlphaFactor
* \param alphaOperation
* \param srcColorFactor source color factor
* \param dstColorFactor destination color factor
* \param colorOperation color operation
* \param srcAlphaFactor source alpha factor
* \param dstAlphaFactor destination alpha factor
* \param alphaOperation alpha operation
*
* The result of the blend mode operation will be:
* dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -41,8 +41,10 @@
#include "SDL_config_android.h"
#elif defined(__PSP__)
#include "SDL_config_psp.h"
#elif defined(__OS2__)
#include "SDL_config_os2.h"
#else
/* This is a minimal configuration just to get SDL running on new platforms */
/* This is a minimal configuration just to get SDL running on new platforms. */
#include "SDL_config_minimal.h"
#endif /* platform config */
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -102,6 +102,8 @@
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
@@ -135,8 +137,12 @@
/* Enable various input drivers */
#define SDL_JOYSTICK_IOKIT 1
#define SDL_JOYSTICK_HIDAPI 1
#define SDL_HAPTIC_IOKIT 1
/* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
@@ -212,7 +218,7 @@
#endif
/* Enable Vulkan support */
/* Metal/MoltenVK/Vulkan only supported on 64-bit architectures with 10.11+ */
/* Metal/Vulkan Portability only supported on 64-bit architectures with 10.11+ */
#if TARGET_CPU_X86_64 && (MAC_OS_X_VERSION_MAX_ALLOWED >= 101100)
#define SDL_VIDEO_VULKAN 1
#else
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -41,26 +41,48 @@
#else
#include <intrin.h>
#ifndef _WIN64
#ifndef __MMX__
#define __MMX__
#endif
#ifndef __3dNOW__
#define __3dNOW__
#endif
#endif
#ifndef __SSE__
#define __SSE__
#endif
#ifndef __SSE2__
#define __SSE2__
#endif
#endif /* __clang__ */
#elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h>
#else
#ifdef __ALTIVEC__
#if HAVE_ALTIVEC_H && !defined(__APPLE_ALTIVEC__) && !defined(SDL_DISABLE_ALTIVEC_H)
/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */
#if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H)
#include <altivec.h>
#undef pixel
#undef bool
#endif
#if !defined(SDL_DISABLE_ARM_NEON_H)
# if defined(__ARM_NEON)
# include <arm_neon.h>
# elif defined(__WINDOWS__) || defined(__WINRT__)
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
# if defined(_M_ARM)
# include <armintr.h>
# include <arm_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif
# if defined (_M_ARM64)
# include <armintr.h>
# include <arm_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif
# endif
#endif
#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
#include <mm3dnow.h>
#endif
#if HAVE_IMMINTRIN_H && !defined(SDL_DISABLE_IMMINTRIN_H)
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
#include <immintrin.h>
#else
#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
@@ -159,6 +181,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
/**
* This function returns true if the CPU has AVX-512F (foundation) features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void);
/**
* This function returns true if the CPU has NEON (ARM SIMD) features.
*/
@@ -169,7 +196,69 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
*/
extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
/**
* \brief Report the alignment this system needs for SIMD allocations.
*
* This will return the minimum number of bytes to which a pointer must be
* aligned to be compatible with SIMD instructions on the current machine.
* For example, if the machine supports SSE only, it will return 16, but if
* it supports AVX-512F, it'll return 64 (etc). This only reports values for
* instruction sets SDL knows about, so if your SDL build doesn't have
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
* Plan accordingly.
*/
extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
/**
* \brief Allocate memory in a SIMD-friendly way.
*
* This will allocate a block of memory that is suitable for use with SIMD
* instructions. Specifically, it will be properly aligned and padded for
* the system's supported vector instructions.
*
* The memory returned will be padded such that it is safe to read or write
* an incomplete vector at the end of the memory block. This can be useful
* so you don't have to drop back to a scalar fallback at the end of your
* SIMD processing loop to deal with the final elements without overflowing
* the allocated buffer.
*
* You must free this memory with SDL_FreeSIMD(), not free() or SDL_free()
* or delete[], etc.
*
* Note that SDL will only deal with SIMD instruction sets it is aware of;
* for example, SDL 2.0.8 knows that SSE wants 16-byte vectors
* (SDL_HasSSE()), and AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't
* know that AVX-512 wants 64. To be clear: if you can't decide to use an
* instruction set with an SDL_Has*() function, don't use that instruction
* set with memory allocated through here.
*
* SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't
* out of memory.
*
* \param len The length, in bytes, of the block to allocated. The actual
* allocated block might be larger due to padding, etc.
* \return Pointer to newly-allocated block, NULL if out of memory.
*
* \sa SDL_SIMDAlignment
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
/**
* \brief Deallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc,
* SDL_malloc, memalign, new[], etc.
*
* However, SDL_SIMDFree(NULL) is a legal no-op.
*
* \sa SDL_SIMDAlloc
*/
extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr);
/* vi: set ts=4 sw=4 expandtab: */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -85,6 +85,9 @@ typedef enum
Called on Android in onResume()
*/
/* Display events */
SDL_DISPLAYEVENT = 0x150, /**< Display state change */
/* Window events */
SDL_WINDOWEVENT = 0x200, /**< Window state change */
SDL_SYSWMEVENT, /**< System specific event */
@@ -144,6 +147,9 @@ typedef enum
SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
/* Sensor events */
SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
/* Render events */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
@@ -168,6 +174,21 @@ typedef struct SDL_CommonEvent
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_CommonEvent;
/**
* \brief Display state change event data (event.display.*)
*/
typedef struct SDL_DisplayEvent
{
Uint32 type; /**< ::SDL_DISPLAYEVENT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 display; /**< The associated display index */
Uint8 event; /**< ::SDL_DisplayEventID */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint32 data1; /**< event dependent data */
} SDL_DisplayEvent;
/**
* \brief Window state change event data (event.window.*)
*/
@@ -471,6 +492,17 @@ typedef struct SDL_DropEvent
} SDL_DropEvent;
/**
* \brief Sensor event structure (event.sensor.*)
*/
typedef struct SDL_SensorEvent
{
Uint32 type; /**< ::SDL_SENSORUPDATE */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Sint32 which; /**< The instance ID of the sensor */
float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
} SDL_SensorEvent;
/**
* \brief The "quit requested" event
*/
@@ -526,6 +558,7 @@ typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */
SDL_DisplayEvent display; /**< Window event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
@@ -542,6 +575,7 @@ typedef union SDL_Event
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
SDL_SensorEvent sensor; /**< Sensor event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_SysWMEvent syswm; /**< System dependent window event data */
@@ -560,6 +594,9 @@ typedef union SDL_Event
Uint8 padding[56];
} SDL_Event;
/* Make sure we haven't broken binary compatibility */
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == 56);
/* Function prototypes */
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -175,6 +175,14 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Get the mapping of a game controller.
* This can be called before any controllers are opened.
*
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
/**
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
@@ -196,6 +204,13 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Get the player index of an opened game controller, or -1 if it's not available
*
* For XInput controllers this returns the XInput user index.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
/**
* Get the USB vendor ID of an opened controller, if available.
* If the vendor ID isn't available this function returns 0.
@@ -345,6 +360,19 @@ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Trigger a rumble effect
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
*
* \param gamecontroller The controller to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
*
* \return 0, or -1 if rumble isn't supported on this joystick
*/
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -117,6 +117,17 @@
extern "C" {
#endif /* __cplusplus */
/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
*
* At the moment the magnitude variables are mixed between signed/unsigned, and
* it is also not made clear that ALL of those variables expect a max of 0x7FFF.
*
* Some platforms may have higher precision than that (Linux FF, Windows XInput)
* so we should fix the inconsistency in favor of higher possible precision,
* adjusting for platforms that use different scales.
* -flibit
*/
/**
* \typedef SDL_Haptic
*
@@ -656,8 +667,8 @@ typedef struct SDL_HapticRamp
* This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
*
* The Left/Right effect is used to explicitly control the large and small
* motors, commonly found in modern game controllers. One motor is high
* frequency, the other is low frequency.
* motors, commonly found in modern game controllers. The small (right) motor
* is high frequency, and the large (left) motor is low frequency.
*
* \sa SDL_HAPTIC_LEFTRIGHT
* \sa SDL_HapticEffect
@@ -668,7 +679,7 @@ typedef struct SDL_HapticLeftRight
Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint32 length; /**< Duration of the effect in milliseconds. */
/* Rumble */
Uint16 large_magnitude; /**< Control of the large controller motor. */
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -262,6 +262,16 @@ extern "C" {
*/
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
/**
* \brief A variable setting the double click time, in milliseconds.
*/
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
/**
* \brief A variable setting the double click radius, in pixels.
*/
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
/**
* \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
*/
@@ -305,6 +315,16 @@ extern "C" {
*/
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
/**
* \brief A variable controlling whether mouse events should generate synthetic touch events
*
* This variable can be set to the following values:
* "0" - Mouse events will not generate touch events (default for desktop platforms)
* "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
*/
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
/**
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
*
@@ -329,7 +349,7 @@ extern "C" {
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
/**
* \brief A variable controlling which orientations are allowed on iOS.
* \brief A variable controlling which orientations are allowed on iOS/Android.
*
* In some circumstances it is necessary to be able to explicitly control
* which UI orientations are allowed.
@@ -426,6 +446,16 @@ extern "C" {
*/
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
/**
* \brief A variable that lets you provide a file with extra gamecontroller db entries.
*
* The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
*/
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
/**
* \brief A variable containing a list of devices to skip when scanning for game controllers.
*
@@ -465,6 +495,88 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
/**
* \brief A variable controlling whether the HIDAPI joystick drivers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI drivers are not used
* "1" - HIDAPI drivers are used (the default)
*
* This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
*/
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
/**
* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
/**
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
*
* This variable can be set to the following values:
* "0" - extended reports are not enabled (the default)
* "1" - extended reports
*
* Extended input reports allow rumble on Bluetooth PS4 controllers, but
* break DirectInput handling for applications that don't use SDL.
*
* Once extended reports are enabled, they can not be disabled without
* power cycling the controller.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
/**
* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
/**
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
/**
* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
*
* The variable can be set to the following values:
* "0" - Do not scan for Steam Controllers
* "1" - Scan for Steam Controllers (the default)
*
* The default value is "1". This hint must be set before initializing the joystick subsystem.
*/
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
/**
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
@@ -527,6 +639,10 @@ extern "C" {
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
*
* Instead of this hint, in 2.0.9 and later, you can use
* SDL_CreateThreadWithStackSize(). This hint only works with the classic
* SDL_CreateThread().
*/
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
@@ -740,17 +856,33 @@ extern "C" {
*/
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
/**
* \brief A variable to control whether mouse and touch events are to be treated together or separately
/**
* \brief A variable to control whether we trap the Android back button to handle it manually.
* This is necessary for the right mouse button to work on some Android devices, or
* to be able to trap the back button for use in your code reliably. If set to true,
* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
* SDL_SCANCODE_AC_BACK.
*
* The variable can be set to the following values:
* "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
* events. This is the behaviour of SDL <= 2.0.3. (default)
* "1" - Mouse events will be handled separately from pure touch events.
* "0" - Back button will be handled as usual for system. (default)
* "1" - Back button will be trapped, allowing you to handle the key press
* manually. (This will also let right mouse click work on systems
* where the right mouse button functions as back.)
*
* The value of this hint is used at runtime, so it can be changed at any time.
*/
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
/**
* \brief A variable to control whether the event loop will block itself when the app is paused.
*
* The variable can be set to the following values:
* "0" - Non blocking.
* "1" - Blocking. (default)
*
* The value should be set before SDL is initialized.
*/
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
/**
* \brief A variable to control whether the return key on the soft keyboard
@@ -930,6 +1062,118 @@ extern "C" {
*/
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
/**
* \brief A variable controlling whether the 2D render API is compatible or efficient.
*
* This variable can be set to the following values:
*
* "0" - Don't use batching to make rendering more efficient.
* "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
*
* Up to SDL 2.0.9, the render API would draw immediately when requested. Now
* it batches up draw requests and sends them all to the GPU only when forced
* to (during SDL_RenderPresent, when changing render targets, by updating a
* texture that the batch needs, etc). This is significantly more efficient,
* but it can cause problems for apps that expect to render on top of the
* render API's output. As such, SDL will disable batching if a specific
* render backend is requested (since this might indicate that the app is
* planning to use the underlying graphics API directly). This hint can
* be used to explicitly request batching in this instance. It is a contract
* that you will either never use the underlying graphics API directly, or
* if you do, you will call SDL_RenderFlush() before you do so any current
* batch goes to the GPU before your work begins. Not following this contract
* will result in undefined behavior.
*/
#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
/**
* \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
*
* This variable can be set to the following values:
*
* "0" - Don't log any events (default)
* "1" - Log all events except mouse and finger motion, which are pretty spammy.
* "2" - Log all events.
*
* This is generally meant to be used to debug SDL itself, but can be useful
* for application developers that need better visibility into what is going
* on in the event queue. Logged events are sent through SDL_Log(), which
* means by default they appear on stdout on most platforms or maybe
* OutputDebugString() on Windows, and can be funneled by the app with
* SDL_LogSetOutputFunction(), etc.
*
* This hint can be toggled on and off at runtime, if you only need to log
* events for a small subset of program execution.
*/
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
/**
* \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
*
* The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
* file) is not always reliable. In case the size is wrong, it's possible to
* just ignore it and step through the chunks until a fixed limit is reached.
*
* Note that files that have trailing data unrelated to the WAVE file or
* corrupt files may slow down the loading process without a reliable boundary.
* By default, SDL stops after 10000 chunks to prevent wasting time. Use the
* environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
*
* This variable can be set to the following values:
*
* "force" - Always use the RIFF chunk size as a boundary for the chunk search
* "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
* "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
* "maximum" - Search for chunks until the end of file (not recommended)
*/
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
/**
* \brief Controls how a truncated WAVE file is handled.
*
* A WAVE file is considered truncated if any of the chunks are incomplete or
* the data chunk size is not a multiple of the block size. By default, SDL
* decodes until the first incomplete block, as most applications seem to do.
*
* This variable can be set to the following values:
*
* "verystrict" - Raise an error if the file is truncated
* "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
* "dropframe" - Decode until the first incomplete sample frame
* "dropblock" - Decode until the first incomplete block (default)
*/
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
/**
* \brief Controls how the fact chunk affects the loading of a WAVE file.
*
* The fact chunk stores information about the number of samples of a WAVE
* file. The Standards Update from Microsoft notes that this value can be used
* to 'determine the length of the data in seconds'. This is especially useful
* for compressed formats (for which this is a mandatory chunk) if they produce
* multiple sample frames per block and truncating the block is not allowed.
* The fact chunk can exactly specify how many sample frames there should be
* in this case.
*
* Unfortunately, most application seem to ignore the fact chunk and so SDL
* ignores it by default as well.
*
* This variable can be set to the following values:
*
* "truncate" - Use the number of samples to truncate the wave data if
* the fact chunk is present and valid
* "strict" - Like "truncate", but raise an error if the fact chunk
* is invalid, not present for non-PCM formats, or if the
* data chunk doesn't have that many samples
* "ignorezero" - Like "truncate", but ignore fact chunk if the number of
* samples is zero
* "ignore" - Ignore fact chunk entirely (default)
*/
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
/**
* \brief An enumeration of hint priorities
*/
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -97,10 +97,10 @@ typedef enum
typedef enum
{
SDL_JOYSTICK_POWER_UNKNOWN = -1,
SDL_JOYSTICK_POWER_EMPTY,
SDL_JOYSTICK_POWER_LOW,
SDL_JOYSTICK_POWER_MEDIUM,
SDL_JOYSTICK_POWER_FULL,
SDL_JOYSTICK_POWER_EMPTY, /* <= 5% */
SDL_JOYSTICK_POWER_LOW, /* <= 20% */
SDL_JOYSTICK_POWER_MEDIUM, /* <= 70% */
SDL_JOYSTICK_POWER_FULL, /* <= 100% */
SDL_JOYSTICK_POWER_WIRED,
SDL_JOYSTICK_POWER_MAX
} SDL_JoystickPowerLevel;
@@ -132,6 +132,12 @@ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
/**
* Get the player index of a joystick, or -1 if it's not available
* This can be called before any joysticks are opened.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
/**
* Return the GUID for the joystick at this index
* This can be called before any joysticks are opened.
@@ -194,6 +200,13 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
/**
* Get the player index of an opened joystick, or -1 if it's not available
*
* For XInput controllers this returns the XInput user index.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick);
/**
* Return the GUID for this opened joystick
*/
@@ -361,6 +374,19 @@ extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick,
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
int button);
/**
* Trigger a rumble effect
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
*
* \param joystick The joystick to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
*
* \return 0, or -1 if rumble isn't supported on this joystick
*/
extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/**
* Close a joystick previously opened with SDL_JoystickOpen().
*/
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages

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