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139 Commits
Author SHA1 Message Date
Cameron Gutman 21be832161 Prepare for v3.1.1 release 2021-04-09 21:07:05 -05:00
Cameron Gutman 5769632793 Update moonlight-common-c for initial GFE 3.22 compatibility 2021-04-09 20:18:47 -05:00
Cameron Gutman 9efd959ed8 Merge branch 'weblate' 2021-04-09 20:17:39 -05:00
Cameron Gutman 5c72afe17e Run lupdate-pro and lrelease-pro 2021-04-04 20:45:57 -05:00
a dc24319333 Translated using Weblate (Russian)
Currently translated at 100.0% (184 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2021-04-05 03:42:34 +02:00
Jorys Paulin 1acbdf94aa Translated using Weblate (French)
Currently translated at 100.0% (184 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-04-05 03:42:33 +02:00
Cameron Gutman 44229dfe51 Update translations
- Add RU and ES to resources.qrc and app.pro
- Rerun lupdate-pro and lrelease-pro
2021-04-04 10:25:06 -05:00
a 13206227d9 Translated using Weblate (Russian)
Currently translated at 100.0% (184 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2021-04-04 17:03:35 +02:00
Cameron Gutman e3e8a57df6 Update to OpenSSL 1.1.1k and FFmpeg 4.3.2 2021-03-31 20:27:33 -05:00
Cameron Gutman 7afff80984 Update moonlight-common-c to pick up AMF HEVC parsing fix 2021-03-31 20:07:45 -05:00
Cameron Gutman 500522418e Fix AppImage build 2021-03-28 16:07:20 -05:00
a 5ccac5a5c3 Translated using Weblate (Russian)
Currently translated at 45.1% (83 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2021-03-28 14:29:40 +02:00
Héctor 69822f4401 Translated using Weblate (Spanish)
Currently translated at 11.4% (21 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-03-28 14:29:39 +02:00
reloxx13 f290cfbd35 Translated using Weblate (German)
Currently translated at 100.0% (184 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2021-03-28 14:29:39 +02:00
Cameron Gutman fae30f59ce Add attribution for Cloudsmith 2021-03-27 12:40:51 -05:00
a a15f303c0a Added translation using Weblate (Russian) 2021-03-26 05:05:09 +01:00
Cameron Gutman 5e85038d78 Update AppImage to libva 2.11 2021-03-25 22:17:51 -05:00
Héctor 4e7b35c54e Added translation using Weblate (Spanish) 2021-03-25 09:04:18 +01:00
Cameron Gutman 48dde310ae Add Norwegian Bokmål to the build 2021-03-24 20:40:22 -05:00
Cameron Gutman 6b041e7657 Run lrelease-pro 2021-03-24 20:39:52 -05:00
Cameron Gutman 69576ee1e1 Run lupdate-pro 2021-03-24 20:39:39 -05:00
Cameron Gutman bd3105f62e Merge remote-tracking branch 'origin/weblate' 2021-03-24 20:28:24 -05:00
Cameron Gutman 02e3f0e71b Add missing declaration 2021-03-22 23:32:00 -05:00
Cameron Gutman 74bf981f3d Ensure hwframe read-back works in SDL renderer 2021-03-22 23:15:14 -05:00
Cameron Gutman 32f0678692 Only pass modifiers array if DRM_MODE_FB_MODIFIERS is set 2021-03-22 22:52:06 -05:00
Cameron Gutman e74753bec1 Allow fallback from EGL to direct on EGLImage export failure 2021-03-22 22:51:29 -05:00
Cameron Gutman 4a8c9ad17f Add support for 4-plane frames 2021-03-22 00:46:04 -05:00
Cameron Gutman 0c6c882f50 Fix attribute buffer overflow for fully planar YUV formats 2021-03-22 00:14:06 -05:00
Cameron Gutman 579f25c1ba Add missing EGL_DMA_BUF_PLANE2 definitions 2021-03-22 00:02:03 -05:00
Cameron Gutman d5eb5c8816 Fix build with EGL 1.4 headers 2021-03-21 23:59:35 -05:00
Cameron Gutman 26d04b5f9c Render DRM-PRIME frames as opaque images
We can't always assume they are NV12. Even if they _are_ NV12,
they may have DRM format modifiers that are incompatible with
simply assuming linear Y and UV buffers (such as tiling).
2021-03-21 23:23:12 -05:00
Cameron Gutman a0b9684504 Continue refactoring for non-NV12 support in EGLRenderer 2021-03-21 21:43:57 -05:00
Cameron Gutman 402b6d1f0c Begin refactoring for non-NV12 support in EGLRenderer 2021-03-21 19:20:52 -05:00
Cameron Gutman e87a5fa354 Pass DRM format modifiers to FB creation 2021-03-21 17:54:10 -05:00
Allan Nordhøy 63574f643e Translated using Weblate (Norwegian Bokmål)
Currently translated at 70.1% (129 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nb_NO/
2021-03-21 10:36:54 +01:00
Cameron Gutman 1d6b1020c3 Translated using Weblate (French)
Currently translated at 73.9% (136 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-03-21 06:29:36 +01:00
Allan Nordhøy 96337a3230 Translated using Weblate (Norwegian Bokmål)
Currently translated at 16.3% (30 of 184 strings)

Translation: moonlight/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nb_NO/
2021-03-21 02:33:56 +01:00
reloxx13 950c59d8b4 Translated using Weblate (German)
Currently translated at 100.0% (184 of 184 strings)

Translation: moonlight/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2021-03-21 02:33:56 +01:00
Allan Nordhøy 9cfd095281 Added translation using Weblate (Norwegian Bokmål) 2021-03-21 02:33:56 +01:00
Anonymous 996e049863 Translated using Weblate (Chinese (Simplified))
Currently translated at 96.1% (177 of 184 strings)

Translation: moonlight/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2021-03-21 02:33:56 +01:00
Anonymous 6e42817c3e Translated using Weblate (French)
Currently translated at 74.4% (137 of 184 strings)

Translation: moonlight/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-03-21 02:33:56 +01:00
Cameron Gutman 7758344a57 Fix Weblate badge 2021-03-20 18:12:04 -05:00
Cameron Gutman b5df566b6b Add Weblate links to readme
Closes #539
2021-03-20 18:11:15 -05:00
Cameron Gutman e21fd19a70 Prepare for v3.1.0 release 2021-03-14 11:30:21 -05:00
Cameron Gutman 98672c8e44 Allow remote desktop mouse mode in embedded mode
It can be easier to control the mouse on the desktop that way
2021-03-13 16:58:58 -06:00
Cameron Gutman 2e92f0640b Update SDL_GameControllerDB 2021-03-13 15:50:01 -06:00
Cameron Gutman d6b314f573 Add option to build for embedded environments 2021-03-13 15:20:58 -06:00
Cameron Gutman d7a150ffa8 Only enable capture mode list if capture toggle is enabled 2021-03-13 14:59:32 -06:00
Cameron Gutman 955da6be30 Enable Gallium VAAPI driver on VAAPI 1.x 2021-03-13 14:37:13 -06:00
Cameron Gutman b5f8e6738a Move LANG_DE to the end of the Language enum 2021-03-09 20:13:55 -06:00
reloxx13 d7fa8c9795 Add german translation (#536)
* add german translation

* add german to language list

* donttranslate language names. always use the native name.

* add compiled german translation file

* german translation handling

* add german to getSuffixFromLanguage

* update german string and translation

* update all language files with new strings

* typo

* compile

* more typos and fixes for german
2021-03-09 20:10:36 -06:00
Cameron Gutman acb7a5b3c8 Fix XCB out-of-sequence abort after switching to non-threaded Qt renderer 2021-03-07 16:48:10 -06:00
Cameron Gutman 783a57ef89 Use separate thread for streaming on X11 and Wayland 2021-03-07 12:15:42 -06:00
Cameron Gutman d33ccce683 Hold a reference to the underlying DMA-BUFs until the next frame 2021-03-07 12:01:25 -06:00
Cameron Gutman d722bf10b9 Don't use glFinish() with KMSDRM backend 2021-03-07 11:23:31 -06:00
Cameron Gutman 41337475a2 Update SDL_GameControllerDB 2021-03-06 14:29:55 -06:00
Cameron Gutman f504a069d7 Update VCRedist version for VC 16.9 2021-03-05 17:51:26 -06:00
Cameron Gutman 96f79688dd Use av_packet_alloc() instead of av_init_packet()
sizeof(AVPacket) may be deprecated from ABI in the near future
2021-03-05 17:47:04 -06:00
Cameron Gutman c330898aeb Add workaround for AppView breaking after changing language at runtime 2021-03-05 17:44:31 -06:00
Cameron Gutman 94952cf0a4 Update issue template 2021-03-03 01:39:55 -06:00
Cameron Gutman a3c249abe9 Don't load the app label asynchronously 2021-03-02 19:03:09 -06:00
Cameron Gutman c26562fab8 Fix Steam Link build 2021-03-02 18:57:16 -06:00
Cameron Gutman b7cbd99212 Fix tooltip display in app grid 2021-03-02 18:35:50 -06:00
Cameron Gutman b53ef35a85 Improve loading speed of PC and app grids 2021-03-02 18:32:56 -06:00
Cameron Gutman 1ebb5fefb1 Address Clazy warnings 2021-03-02 18:14:15 -06:00
Cameron Gutman 164b3edd41 Fix viewport size on High DPI Wayland systems
Fixes #533
2021-03-01 22:47:14 -06:00
Cameron Gutman 819ea36cca Hack to fix build on AppVeyor 2021-02-28 16:47:39 -06:00
Cameron Gutman 088c9b9e4e Stop single-arch binary build before extracting dSYM 2021-02-28 16:02:50 -06:00
Cameron Gutman ab25a9b8ee Add Universal binary support to build script 2021-02-28 15:49:59 -06:00
Cameron Gutman b2aea9f8f0 Revert change to only fire special combos on key up 2021-02-28 15:06:46 -06:00
Cameron Gutman 5399b95936 Fix update checker on macOS with Qt 6.0 builds 2021-02-28 14:33:20 -06:00
Cameron Gutman 1d5c120748 Add support for specifying minimum kernel versions in the update manifest 2021-02-28 14:27:29 -06:00
jmt-gh 6be7301e69 Stats overlay controller combo (#495)
* Update gamepad.cpp

add gamepad combo to toggle stats overlay

* typo fixes
2021-02-27 17:03:52 -06:00
Maximiliano Bertacchini fff9f2b17d Add numpad Enter handlers (Keys.onEnterPressed) (#516) 2021-02-27 17:01:22 -06:00
Cameron Gutman 87a7d2e45c Add setting to only capture system keys in full-screen 2021-02-27 16:47:38 -06:00
Cameron Gutman 58803ef40d Update SDL to e561ce3 and OpenSSL to 1.1.1j 2021-02-27 13:08:21 -06:00
Cameron Gutman b27ca993aa Add support for system key capture in windowed mode on macOS 2021-02-26 21:43:47 -06:00
Cameron Gutman 28ecc6bcbf Remove old Qt Multimedia audio renderer 2021-02-25 23:23:08 -06:00
Cameron Gutman 30c5e3f237 Fix window icons on Wayland 2021-02-25 23:20:21 -06:00
Cameron Gutman 6a25a3a3d0 Don't require DRM master for SDL KMSDRM backend 2021-02-25 22:27:20 -06:00
Cameron Gutman 9a84c0ae30 Update AppImage to official SDL Git repo 2021-02-25 22:00:35 -06:00
Cameron Gutman 133cc5457d Use SDL_CaptureMouse() on macOS and Linux too 2021-02-08 18:30:22 -06:00
Cameron Gutman 05e4c5b507 Move clipboard processing to a separate thread to avoid blocking the main thread during pastes 2021-02-07 17:18:35 -06:00
Cameron Gutman 8372717a09 Improve Unicode support for some common characters 2021-02-07 16:00:00 -06:00
Cameron Gutman 5f3f2a96fd Improve detection of having no clipboard text 2021-02-07 13:53:03 -06:00
Cameron Gutman b83c6f0c28 Add support for pasting clipboard text 2021-02-07 13:46:38 -06:00
Cameron Gutman 36dc0f3e3c Use mouse capture for Win32 instead of our global mouse state hack 2021-02-07 12:38:57 -06:00
Cameron Gutman b4edde6f90 Disable Qt 6 threaded renderer on Windows
They switched from non-threaded to threaded by default in Qt 6
2021-02-07 11:21:47 -06:00
Cameron Gutman 395eb5581c Cache results of WMUtils::isRunningX11() and WMUtils::isRunningWayland() 2021-02-07 11:03:53 -06:00
Cameron Gutman 6dab251055 Don't overwrite window mode settings when switching between WM and non-WM environments 2021-02-07 10:49:29 -06:00
Cameron Gutman 3bd6a6a614 Fullscreen is no longer required for passing system keyboard shortcuts 2021-02-06 20:15:58 -06:00
Cameron Gutman 93d21a0d1d Fix EGLImage leak when not using a hwaccel backend 2021-02-06 17:59:05 -06:00
Cameron Gutman 2c2a73e320 Fix build and require SDL 2.0.15 to hook 2021-02-06 17:07:21 -06:00
Cameron Gutman a88a3c9ea3 Allow SDL to render with KMSDRM backend while Qt is also using DRM 2021-02-06 16:32:54 -06:00
Cameron Gutman e4df70cd56 Use the async connect thread on all platforms
It turned out that the cause of the random crashes was the threaded renderer
that we now turn off.
2021-02-06 15:14:15 -06:00
Cameron Gutman 90f7d35150 Always use a non-threaded renderer
This ensures we can block Qt's rendering as needed to synchronize with SDL
2021-02-06 14:58:30 -06:00
Cameron Gutman 75b19a60c1 Fix build on macOS and keyboard grab bugs 2021-02-06 11:29:18 -06:00
Cameron Gutman 9fc921f49f Use SDL's keyboard grab support now that it's been upstreamed 2021-02-05 00:13:20 -06:00
Cameron Gutman 4b9e90ac72 Update SDL for Windows and macOS to Hg 60b9ce4ee73e
https://github.com/cgutman/moonlight-deps/commit/ad955430988be24fd379a6152642c7ce4053bc7f
2021-02-04 20:51:33 -06:00
Cameron Gutman 36dd6c83e0 Fix assert failure when using v4l2m2m with EGL 2021-02-04 20:38:18 -06:00
Cameron Gutman d790313221 Use the existing install of Qt on macOS in CI 2021-02-04 19:39:58 -06:00
Cameron Gutman c3895f06c0 Fix handling of preferred/compatible pixel formats with EGLRenderer and VAAPI/DRM backends 2021-02-04 19:39:18 -06:00
Cameron Gutman 76e81fa651 Add windowed support for MMAL 2021-02-03 20:57:39 -06:00
Cameron Gutman d63a1b0eb0 Handle custom hwaccel decoders 2021-02-02 19:45:22 -06:00
Cameron Gutman 4dffac3c78 Ask for NV12 buffers for DRMRenderer 2021-02-02 19:40:06 -06:00
Cameron Gutman 88391b0274 Use the decoder's supported pix_fmts to select a suitable renderer 2021-02-02 19:05:27 -06:00
Cameron Gutman c3cea0238e Fix build with old EGL 1.5 headers without EGL_EGL_PROTOTYPES 2021-01-31 21:42:56 -06:00
Cameron Gutman 5bf4266973 Fix build with old Mesa EGL headers 2021-01-31 18:41:53 -06:00
Cameron Gutman ed57c54d06 Move EGL definitions into renderer.h to try to fix build on Armbian 2021-01-31 17:01:11 -06:00
Cameron Gutman 01936e000e Fix Steam Link bundle build 2021-01-31 16:27:38 -06:00
Cameron Gutman 80137848dc Add DMA-BUF export compatibility with EGL 1.4 2021-01-31 16:24:31 -06:00
Cameron Gutman 149575e0c4 Don't retranslate if the language didn't change 2021-01-31 15:28:00 -06:00
Cameron Gutman 6a66b462ce Allow DRMRenderer to be used for indirect rendering 2021-01-31 15:19:19 -06:00
Cameron Gutman 1e31f6fe77 Fix initialization of DRM backend with X running 2021-01-31 15:03:40 -06:00
Cameron Gutman f173b3ff09 Attempt to fix AppImage and Steam Link build errors 2021-01-31 14:48:42 -06:00
Cameron Gutman baffab62ce Fix uninitialized variable warning 2021-01-31 12:58:19 -06:00
Cameron Gutman d141cec2a8 Fix mangled macOS libraries after transition to submodule 2021-01-31 12:23:52 -06:00
Cameron Gutman df87ac3810 Update SDL in AppImage to Hg d75deb75464a 2021-01-31 12:13:20 -06:00
Cameron Gutman 46960ce0a4 Remove side-by-side support for Qt 5.9 on Steam Link 2021-01-31 12:08:15 -06:00
Cameron Gutman 522206b0bc Use shallow-cloned submodule for prebuilts 2021-01-31 11:50:41 -06:00
Cameron Gutman 24d60dd3ab Remove prebuilt binaries 2021-01-31 11:40:41 -06:00
Cameron Gutman dbfdc2fd14 Share DRM FD and GBM device with SDL
Depends on https://hg.libsdl.org/SDL/rev/d75deb75464a
2021-01-30 21:11:52 -06:00
Cameron Gutman a97912e297 Print the error when querying EGL_EXTENSIONS fails 2021-01-30 20:13:20 -06:00
Cameron Gutman cedba501ee Query the frontend renderer to determine fullscreen-only limitations 2021-01-30 17:57:34 -06:00
Cameron Gutman ac947d3bda Add EGLImage export support to DRMRenderer 2021-01-30 17:52:23 -06:00
Cameron Gutman 243ba371b3 Initialize a DRM hardware context for hwaccel usage 2021-01-30 16:33:58 -06:00
Cameron Gutman 3af24eafbb Build fixes 2021-01-30 12:53:57 -06:00
Cameron Gutman 69b6022afe Add language selection option in settings
Fixes #501
2021-01-30 12:14:31 -06:00
Cameron Gutman 1cd66419d4 Remember desired cursor hide state
Fixes #511
2021-01-30 11:08:01 -06:00
WLongandWLong 5309a02f6d Add simplified Chinese language (#506)
* 添加qml_zh_cn.ts

* 更新部分翻译

* 优化部分文字描述

* 优化部分文字描述

* 恢复README.md

Co-authored-by: WLong <a101084@126.com>
2021-01-30 10:10:36 -06:00
Cameron Gutman 541784382a Add support for AV_HWDEVICE_TYPE_DRM hwaccels 2021-01-30 10:00:01 -06:00
Cameron Gutman 2a7fae2c82 Revert "Add logic to try LibreELEC's out-of-tree stateless V4L2 decoders"
v4l2request is a hwaccel not a decoder

This reverts commit ed3a5448b1.
2021-01-29 20:30:01 -06:00
Cameron Gutman ed3a5448b1 Add logic to try LibreELEC's out-of-tree stateless V4L2 decoders 2021-01-29 20:19:27 -06:00
Cameron Gutman 2eb4769bbc Only trigger special key combos when all keys are up 2021-01-24 13:02:42 -06:00
Cameron Gutman 02019000df Ctrl+Alt+Shift+Down Arrow is a reserved key combo on GNOME, so switch to Ctrl+Alt+Shift+D 2021-01-21 23:05:48 -06:00
Cameron Gutman 6262f51c96 Key capture is supported on Wayland with latest SDL Hg 2021-01-21 21:07:54 -06:00
Cameron Gutman d38ff5759a Add Ctrl+Alt+Shift+Down Arrow shortcut to minimize 2021-01-21 19:39:17 -06:00
Cameron Gutman f6de2e4dd3 Revert "Disable the system keyboard capture option on Wayland"
SDL now supports keyboard grab with https://hg.libsdl.org/SDL/rev/b0e13627c656

This reverts commit bc10fd0aba.
2021-01-20 21:43:16 -06:00
Cameron Gutman 3959f447d4 Fix detection of x64 architecture on some machines 2021-01-17 12:58:08 -06:00
793 changed files with 8169 additions and 197689 deletions
+11 -2
View File
@@ -1,10 +1,12 @@
---
name: Bug report
about: Ask for help on Discord before reporting a bug
about: Follow the troubleshooting guide before reporting a bug
---
**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://moonlight-stream.org/discord
If you're here because something basic is not working (like gamepad input, video, or similar), it's probably something specific to your setup, so make sure you've gone through the Troubleshooting Guide first: https://github.com/moonlight-stream/moonlight-docs/wiki/Troubleshooting
If you still have trouble with basic functionality after following the guide, join our Discord server where there are many other volunteers who can help (or direct you back here if it looks like a Moonlight bug after all). https://moonlight-stream.org/discord
**Describe the bug**
A clear and concise description of what the bug is.
@@ -26,14 +28,21 @@ List the games you've tried that exhibit the issue. To see if the issue is game-
- If so, which settings have been changed?
- Does the problem still occur after reverting settings back to default?
**Gamepad-related issues (please complete if problem is gamepad-related)**
- Do you have any gamepads connected to your host PC directly?
- Does the problem still remain if you stream the desktop and use https://html5gamepad.com to test your gamepad?
- Instructions for streaming the desktop can be found here: https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide
**Client PC details (please complete the following information)**
- OS: [e.g. Windows 10 1809]
- Moonlight Version: [e.g. v0.9.0]
- GPU: [e.g. Intel HD Graphics 520]
**Server PC details (please complete the following information)**
- OS: [e.g. Windows 10 1809]
- GeForce Experience version: [e.g. 3.16.0.140]
- Nvidia GPU driver: [e.g. 417.35]
- Antivirus and firewall software: [e.g. Windows Defender and Windows Firewall]
**Moonlight Logs (please attach)**
- On Windows, `Moonlight-###.log` files can be found in `%TEMP%`. Simply type that into the File Explorer path field to navigate there.
+4
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@@ -13,3 +13,7 @@
[submodule "h264bitstream/h264bitstream"]
path = h264bitstream/h264bitstream
url = https://github.com/aizvorski/h264bitstream.git
[submodule "libs"]
path = libs
url = https://github.com/cgutman/moonlight-qt-prebuilts.git
shallow = true
+11 -2
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@@ -4,10 +4,11 @@
Moonlight also has mobile versions for [Android](https://github.com/moonlight-stream/moonlight-android) and [iOS](https://github.com/moonlight-stream/moonlight-ios).
You can follow development on our [Discord server](https://moonlight-stream.org/discord).
You can follow development on our [Discord server](https://moonlight-stream.org/discord) and help translate Moonlight into your language on [Weblate](https://hosted.weblate.org/projects/moonlight/moonlight-qt/).
[![AppVeyor Build Status](https://ci.appveyor.com/api/projects/status/glj5cxqwy2w3bglv/branch/master?svg=true)](https://ci.appveyor.com/project/cgutman/moonlight-qt/branch/master)
[![Downloads](https://img.shields.io/github/downloads/moonlight-stream/moonlight-qt/total)](https://github.com/moonlight-stream/moonlight-qt/releases)
[![Translation Status](https://hosted.weblate.org/widgets/moonlight/-/moonlight-qt/svg-badge.svg)](https://hosted.weblate.org/projects/moonlight/moonlight-qt/)
## Features
- Hardware accelerated video decoding on Windows, Mac, and Linux
@@ -15,7 +16,7 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
- Supports streaming at 720p, 1080p, 1440p, 4K, and the client PC's native screen resolution
- 7.1 surround sound audio support
- Support for both pointer capture (for games) and direct mouse control (for remote desktop)
- Support for passing system-wide keyboard shortcuts like Alt+Tab to the host in fullscreen mode
- Support for passing system-wide keyboard shortcuts like Alt+Tab to the host
- Direct touchscreen mouse control
- HEVC support for better image quality at reduced bandwidth
- Gamepad support with force feedback for up to 4 players
@@ -28,6 +29,12 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
- [Raspberry Pi 4](https://github.com/moonlight-stream/moonlight-docs/wiki/Installing-Moonlight-Qt-on-Raspberry-Pi-4)
- [NVIDIA Jetson and Nintendo Switch (Ubuntu L4T)](https://github.com/moonlight-stream/moonlight-docs/wiki/Installing-Moonlight-Qt-on-Linux4Tegra-(L4T)-Ubuntu)
#### Special Thanks
[![Hosted By: Cloudsmith](https://img.shields.io/badge/OSS%20hosting%20by-cloudsmith-blue?logo=cloudsmith&style=flat-square)](https://cloudsmith.com)
Hosting for Moonlight's Raspberry Pi and L4T package repositories is graciously provided for free by [Cloudsmith](https://cloudsmith.com).
## Building
### Windows Build Requirements
@@ -68,6 +75,8 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
* For macOS builds, use `scripts/generate-dmg.sh`. Execute this script from the root of the repository and ensure Qt's `bin` folder is in your `$PATH`.
* For Steam Link builds, run `scripts/build-steamlink-app.sh` from the root of the repository.
* To build from the command line for development use, run `qmake moonlight-qt.pro` then `make debug` or `make release`
* To create an embedded build for a single-purpose device, use `qmake "CONFIG+=embedded" moonlight-qt.pro` and build normally.
* This build will lack windowed mode, Discord/Help links, and other features that don't make sense on an embedded device.
## Contribute
1. Fork us
+19 -2
View File
@@ -134,6 +134,7 @@ SOURCES += \
settings/mappingfetcher.cpp \
settings/streamingpreferences.cpp \
streaming/input/abstouch.cpp \
streaming/input/clipboard.cpp \
streaming/input/gamepad.cpp \
streaming/input/input.cpp \
streaming/input/keyboard.cpp \
@@ -250,6 +251,12 @@ libdrm {
DEFINES += HAVE_DRM
SOURCES += streaming/video/ffmpeg-renderers/drm.cpp
HEADERS += streaming/video/ffmpeg-renderers/drm.h
linux {
message(Master hooks enabled)
SOURCES += masterhook.c
LIBS += -ldl
}
}
config_EGL {
message(EGL renderer selected)
@@ -264,7 +271,7 @@ config_EGL {
config_SL {
message(Steam Link build configuration selected)
DEFINES += STEAM_LINK HAVE_SLVIDEO HAVE_SLAUDIO
DEFINES += EMBEDDED_BUILD STEAM_LINK HAVE_SLVIDEO HAVE_SLAUDIO
LIBS += -lSLVideo -lSLAudio
SOURCES += \
@@ -307,13 +314,23 @@ discord-rpc {
LIBS += -ldiscord-rpc
DEFINES += HAVE_DISCORD
}
embedded {
message(Embedded build)
DEFINES += EMBEDDED_BUILD
}
RESOURCES += \
resources.qrc \
qml.qrc
TRANSLATIONS += \
languages/qml_fr.ts
languages/qml_zh_cn.ts \
languages/qml_de.ts \
languages/qml_fr.ts \
languages/qml_nb_NO.ts \
languages/qml_ru.ts \
languages/qml_es.ts
# Additional import path used to resolve QML modules in Qt Creator's code model
QML_IMPORT_PATH =
+66 -35
View File
@@ -15,8 +15,8 @@ AutoUpdateChecker::AutoUpdateChecker(QObject *parent) :
// Allow HTTP redirects
m_Nam.setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
connect(&m_Nam, SIGNAL(finished(QNetworkReply*)),
this, SLOT(handleUpdateCheckRequestFinished(QNetworkReply*)));
connect(&m_Nam, &QNetworkAccessManager::finished,
this, &AutoUpdateChecker::handleUpdateCheckRequestFinished);
QString currentVersion(VERSION_STR);
qDebug() << "Current Moonlight version:" << currentVersion;
@@ -63,11 +63,41 @@ QString AutoUpdateChecker::getPlatform()
return QStringLiteral("steamlink");
#elif defined(APP_IMAGE)
return QStringLiteral("appimage");
#elif defined(Q_OS_DARWIN) && QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
// Qt 6 changed this from 'osx' to 'macos'. Use the old one
// to be consistent (and not require another entry in the manifest).
return QStringLiteral("osx");
#else
return QSysInfo::productType();
#endif
}
int AutoUpdateChecker::compareVersion(QVector<int>& version1, QVector<int>& version2) {
for (int i = 0;; i++) {
int v1Val = 0;
int v2Val = 0;
// Treat missing decimal places as 0
if (i < version1.count()) {
v1Val = version1[i];
}
if (i < version2.count()) {
v2Val = version2[i];
}
if (i >= version1.count() && i >= version2.count()) {
// Equal versions
return 0;
}
if (v1Val < v2Val) {
return -1;
}
else if (v1Val > v2Val) {
return 1;
}
}
}
void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
{
Q_ASSERT(reply->isFinished());
@@ -119,46 +149,47 @@ void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
if (updateObj["arch"] == QSysInfo::buildCpuArchitecture() &&
updateObj["platform"] == getPlatform()) {
// Check the kernel version minimum if one exists
if (updateObj.contains("kernel_version_at_least") && updateObj["kernel_version_at_least"].isString()) {
QVector<int> requiredVersionQuad;
QVector<int> actualVersionQuad;
QString requiredVersion = updateObj["kernel_version_at_least"].toString();
QString actualVersion = QSysInfo::kernelVersion();
parseStringToVersionQuad(requiredVersion, requiredVersionQuad);
parseStringToVersionQuad(actualVersion, actualVersionQuad);
if (compareVersion(actualVersionQuad, requiredVersionQuad) < 0) {
qDebug() << "Skipping manifest entry due to kernel version (" << actualVersion << "<" << requiredVersion << ")";
continue;
}
}
qDebug() << "Found update manifest match for current platform";
QString latestVersion = updateObj["version"].toString();
qDebug() << "Latest version of Moonlight for this platform is:" << latestVersion;
QVector<int> latestVersionQuad;
parseStringToVersionQuad(latestVersion, latestVersionQuad);
for (int i = 0;; i++) {
int latestVer = 0;
int currentVer = 0;
// Treat missing decimal places as 0
if (i < latestVersionQuad.count()) {
latestVer = latestVersionQuad[i];
}
if (i < m_CurrentVersionQuad.count()) {
currentVer = m_CurrentVersionQuad[i];
}
if (i >= latestVersionQuad.count() && i >= m_CurrentVersionQuad.count()) {
break;
}
if (currentVer < latestVer) {
qDebug() << "Update available";
emit onUpdateAvailable(updateObj["version"].toString(),
updateObj["browser_url"].toString());
return;
}
else if (currentVer > latestVer) {
qDebug() << "Update manifest version lower than current version";
return;
}
int res = compareVersion(m_CurrentVersionQuad, latestVersionQuad);
if (res < 0) {
// m_CurrentVersionQuad < latestVersionQuad
qDebug() << "Update available";
emit onUpdateAvailable(updateObj["version"].toString(),
updateObj["browser_url"].toString());
return;
}
else if (res > 0) {
qDebug() << "Update manifest version lower than current version";
return;
}
else {
qDebug() << "Update manifest version equal to current version";
return;
}
qDebug() << "Update manifest version equal to current version";
return;
}
}
else {
@@ -166,8 +197,8 @@ void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
}
}
qWarning() << "No entry in update manifest found for current platform: "
<< QSysInfo::buildCpuArchitecture() << getPlatform();
qWarning() << "No entry in update manifest found for current platform:"
<< QSysInfo::buildCpuArchitecture() << getPlatform() << QSysInfo::kernelVersion();
}
else {
qWarning() << "Update checking failed with error: " << reply->error();
+2
View File
@@ -20,6 +20,8 @@ private slots:
private:
void parseStringToVersionQuad(QString& string, QVector<int>& version);
int compareVersion(QVector<int>& version1, QVector<int>& version2);
QString getPlatform();
QVector<int> m_CurrentVersionQuad;
+2 -2
View File
@@ -46,8 +46,8 @@ public:
m_Computer(computer),
m_App(app)
{
connect(this, SIGNAL(boxArtFetchCompleted(NvComputer*,NvApp,QUrl)),
boxArtManager, SLOT(handleBoxArtLoadComplete(NvComputer*,NvApp,QUrl)));
connect(this, &NetworkBoxArtLoadTask::boxArtFetchCompleted,
boxArtManager, &BoxArtManager::handleBoxArtLoadComplete);
}
signals:
+4 -5
View File
@@ -164,7 +164,7 @@ ComputerManager::ComputerManager(QObject *parent)
// because NvHTTP uses aboutToQuit() to abort requests in progres
// while quitting, however this is a one time signal - additional
// requests would not be aborted and block termination.
connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), this, SLOT(handleAboutToQuit()));
connect(QCoreApplication::instance(), &QCoreApplication::aboutToQuit, this, &ComputerManager::handleAboutToQuit);
}
ComputerManager::~ComputerManager()
@@ -302,8 +302,8 @@ void ComputerManager::startPollingComputer(NvComputer* computer)
if (!pollingEntry->isActive()) {
PcMonitorThread* thread = new PcMonitorThread(computer);
connect(thread, SIGNAL(computerStateChanged(NvComputer*)),
this, SLOT(handleComputerStateChanged(NvComputer*)));
connect(thread, &PcMonitorThread::computerStateChanged,
this, &ComputerManager::handleComputerStateChanged);
pollingEntry->setActiveThread(thread);
thread->start();
}
@@ -337,7 +337,6 @@ void ComputerManager::handleMdnsServiceResolved(MdnsPendingComputer* computer,
address.isInSubnet(QHostAddress("fec0::"), 10) ||
address.isInSubnet(QHostAddress("fc00::"), 7)) {
addNewHost(address.toString(), true, v6Global);
added = true;
break;
}
}
@@ -418,7 +417,7 @@ void ComputerManager::deleteHost(NvComputer* computer)
void ComputerManager::renameHost(NvComputer* computer, QString name)
{
{
QWriteLocker(&computer->lock);
QWriteLocker lock(&computer->lock);
computer->name = name;
computer->hasCustomName = true;
+1 -1
View File
@@ -70,7 +70,7 @@ private:
m_Resolver = new QMdnsEngine::Resolver(m_Server, m_Hostname);
connect(m_Resolver, &QMdnsEngine::Resolver::resolved,
this, &MdnsPendingComputer::handleResolvedAddress);
QTimer::singleShot(2000, this, SLOT(handleResolvedTimeout()));
QTimer::singleShot(2000, this, &MdnsPendingComputer::handleResolvedTimeout);
}
QByteArray m_Hostname;
+4 -1
View File
@@ -143,7 +143,10 @@ QSslKey
IdentityManager::getSslKey()
{
if (m_CachedSslKey.isNull()) {
BIO* bio = BIO_new_mem_buf(m_CachedPrivateKey.data(), -1);
// This seemingly useless const_cast is required for old OpenSSL headers
// where BIO_new_mem_buf's parameter is not declared const like those on
// the Steam Link hardware.
BIO* bio = BIO_new_mem_buf(const_cast<char*>(m_CachedPrivateKey.constData()), -1);
THROW_BAD_ALLOC_IF_NULL(bio);
EVP_PKEY* pk = PEM_read_bio_PrivateKey(bio, nullptr, nullptr, nullptr);
+2 -1
View File
@@ -30,6 +30,7 @@ NvComputer::NvComputer(QSettings& settings)
this->serverCert = QSslCertificate(settings.value(SER_SRVCERT).toByteArray());
int appCount = settings.beginReadArray(SER_APPLIST);
this->appList.reserve(appCount);
for (int i = 0; i < appCount; i++) {
settings.setArrayIndex(i);
@@ -98,7 +99,7 @@ NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serv
QString newMacString = NvHTTP::getXmlString(serverInfo, "mac");
if (newMacString != "00:00:00:00:00:00") {
QStringList macOctets = newMacString.split(':');
for (QString macOctet : macOctets) {
for (const QString& macOctet : macOctets) {
this->macAddress.append((char) macOctet.toInt(nullptr, 16));
}
}
+6 -5
View File
@@ -67,7 +67,8 @@ NvHTTP::parseQuad(QString quad)
}
QStringList parts = quad.split(".");
for (int i = 0; i < 4; i++)
ret.reserve(parts.length());
for (int i = 0; i < parts.length(); i++)
{
ret.append(parts.at(i).toInt());
}
@@ -391,7 +392,7 @@ void NvHTTP::handleSslErrors(QNetworkReply* reply, const QList<QSslError>& error
return;
}
for (auto error : errors) {
for (const QSslError& error : errors) {
if (m_ServerCert != error.certificate()) {
ignoreErrors = false;
break;
@@ -462,10 +463,10 @@ NvHTTP::openConnection(QUrl baseUrl,
// Run the request with a timeout if requested
QEventLoop loop;
connect(reply, SIGNAL(finished()), &loop, SLOT(quit()));
connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), &loop, SLOT(quit()));
connect(reply, &QNetworkReply::finished, &loop, &QEventLoop::quit);
connect(QCoreApplication::instance(), &QCoreApplication::aboutToQuit, &loop, &QEventLoop::quit);
if (timeoutMs) {
QTimer::singleShot(timeoutMs, &loop, SLOT(quit()));
QTimer::singleShot(timeoutMs, &loop, &QEventLoop::quit);
}
if (logLevel >= NvLogLevel::NVLL_VERBOSE) {
qInfo() << "Executing request:" << url.toString();
+1
View File
@@ -23,6 +23,7 @@ public:
int height;
int refreshRate;
};
Q_DECLARE_TYPEINFO(NvDisplayMode, Q_PRIMITIVE_TYPE);
class GfeHttpResponseException : public std::exception
{
+1 -1
View File
@@ -215,7 +215,7 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
QByteArray salt = generateRandomBytes(16);
QByteArray saltedPin = saltPin(salt, pin);
QByteArray aesKey = QCryptographicHash::hash(saltedPin, hashAlgo).data();
QByteArray aesKey = QCryptographicHash::hash(saltedPin, hashAlgo).constData();
aesKey.truncate(16);
QString getCert = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
+62 -7
View File
@@ -14,7 +14,7 @@
SystemProperties::SystemProperties()
{
versionString = QString(VERSION_STR);
hasWindowManager = WMUtils::isRunningWindowManager();
hasDesktopEnvironment = WMUtils::isRunningDesktopEnvironment();
isRunningWayland = WMUtils::isRunningWayland();
isRunningXWayland = isRunningWayland && QGuiApplication::platformName() == "xcb";
QString nativeArch = QSysInfo::currentCpuArchitecture();
@@ -55,12 +55,8 @@ SystemProperties::SystemProperties()
friendlyNativeArchName = nativeArch.toUpper();
}
#ifndef STEAM_LINK
// Assume we can probably launch a browser if we're in a GUI environment
hasBrowser = hasWindowManager;
#else
hasBrowser = false;
#endif
hasBrowser = hasDesktopEnvironment;
#ifdef HAVE_DISCORD
hasDiscordIntegration = true;
@@ -91,7 +87,36 @@ QRect SystemProperties::getNativeResolution(int displayIndex)
return monitorNativeResolutions.value(displayIndex);
}
class QuerySdlVideoThread : public QThread
{
public:
QuerySdlVideoThread(SystemProperties* me) :
QThread(nullptr),
m_Me(me) {}
void run() override
{
m_Me->querySdlVideoInfoInternal();
}
SystemProperties* m_Me;
};
void SystemProperties::querySdlVideoInfo()
{
if (WMUtils::isRunningX11() || WMUtils::isRunningWayland()) {
// Use a separate thread to temporarily initialize SDL
// video to avoid stomping on Qt's X11 and OGL state.
QuerySdlVideoThread thread(this);
thread.start();
thread.wait();
}
else {
querySdlVideoInfoInternal();
}
}
void SystemProperties::querySdlVideoInfoInternal()
{
hasHardwareAcceleration = false;
@@ -103,7 +128,8 @@ void SystemProperties::querySdlVideoInfo()
}
// Update display related attributes (max FPS, native resolution, etc).
refreshDisplays();
// We call the internal variant because we're already in a safe thread context.
refreshDisplaysInternal();
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720,
SDL_WINDOW_HIDDEN | StreamUtils::getPlatformWindowFlags());
@@ -129,7 +155,36 @@ void SystemProperties::querySdlVideoInfo()
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
class RefreshDisplaysThread : public QThread
{
public:
RefreshDisplaysThread(SystemProperties* me) :
QThread(nullptr),
m_Me(me) {}
void run() override
{
m_Me->refreshDisplaysInternal();
}
SystemProperties* m_Me;
};
void SystemProperties::refreshDisplays()
{
if (WMUtils::isRunningX11() || WMUtils::isRunningWayland()) {
// Use a separate thread to temporarily initialize SDL
// video to avoid stomping on Qt's X11 and OGL state.
RefreshDisplaysThread thread(this);
thread.start();
thread.wait();
}
else {
refreshDisplaysInternal();
}
}
void SystemProperties::refreshDisplaysInternal()
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
+7 -2
View File
@@ -7,6 +7,9 @@ class SystemProperties : public QObject
{
Q_OBJECT
friend class QuerySdlVideoThread;
friend class RefreshDisplaysThread;
public:
SystemProperties();
@@ -16,7 +19,7 @@ public:
Q_PROPERTY(bool isRunningXWayland MEMBER isRunningXWayland CONSTANT)
Q_PROPERTY(bool isWow64 MEMBER isWow64 CONSTANT)
Q_PROPERTY(QString friendlyNativeArchName MEMBER friendlyNativeArchName CONSTANT)
Q_PROPERTY(bool hasWindowManager MEMBER hasWindowManager CONSTANT)
Q_PROPERTY(bool hasDesktopEnvironment MEMBER hasDesktopEnvironment CONSTANT)
Q_PROPERTY(bool hasBrowser MEMBER hasBrowser CONSTANT)
Q_PROPERTY(bool hasDiscordIntegration MEMBER hasDiscordIntegration CONSTANT)
Q_PROPERTY(QString unmappedGamepads MEMBER unmappedGamepads NOTIFY unmappedGamepadsChanged)
@@ -33,6 +36,8 @@ signals:
private:
void querySdlVideoInfo();
void querySdlVideoInfoInternal();
void refreshDisplaysInternal();
bool hasHardwareAcceleration;
bool rendererAlwaysFullScreen;
@@ -40,7 +45,7 @@ private:
bool isRunningXWayland;
bool isWow64;
QString friendlyNativeArchName;
bool hasWindowManager;
bool hasDesktopEnvironment;
bool hasBrowser;
bool hasDiscordIntegration;
QString unmappedGamepads;
+12 -9
View File
@@ -52,7 +52,7 @@ public:
void handleUnknownOptions()
{
if (unknownOptionNames().length()) {
if (!unknownOptionNames().isEmpty()) {
showError(QString("Unknown options: %1").arg(unknownOptionNames().join(", ")));
}
}
@@ -264,6 +264,11 @@ StreamCommandLineParser::StreamCommandLineParser()
{"software", StreamingPreferences::VDS_FORCE_SOFTWARE},
{"hardware", StreamingPreferences::VDS_FORCE_HARDWARE},
};
m_CaptureSysKeysModeMap = {
{"never", StreamingPreferences::CSK_OFF},
{"fullscreen", StreamingPreferences::CSK_FULLSCREEN},
{"always", StreamingPreferences::CSK_ALWAYS},
};
}
StreamCommandLineParser::~StreamCommandLineParser()
@@ -307,7 +312,7 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
parser.addToggleOption("background-gamepad", "background gamepad input");
parser.addToggleOption("reverse-scroll-direction", "inverted scroll direction");
parser.addToggleOption("swap-gamepad-buttons", "swap A/B and X/Y gamepad buttons (Nintendo-style)");
parser.addToggleOption("capture-system-keys", "capture system key combos in fullscreen mode");
parser.addChoiceOption("capture-system-keys", "capture system key combos", m_CaptureSysKeysModeMap.keys());
parser.addChoiceOption("video-codec", "video codec", m_VideoCodecMap.keys());
parser.addChoiceOption("video-decoder", "video decoder", m_VideoDecoderMap.keys());
@@ -320,25 +325,21 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve display's width and height
QRegularExpression resolutionRexExp("^(720|1080|1440|4K|resolution)$");
QStringList resoOptions = parser.optionNames().filter(resolutionRexExp);
bool displaySet = resoOptions.length();
bool displaySet = !resoOptions.isEmpty();
if (displaySet) {
QString name = resoOptions.last();
if (name == "720") {
preferences->width = 1280;
preferences->height = 720;
displaySet = true;
} else if (name == "1080") {
preferences->width = 1920;
preferences->height = 1080;
displaySet = true;
} else if (name == "1440") {
preferences->width = 2560;
preferences->height = 1440;
displaySet = true;
} else if (name == "4K") {
preferences->width = 3840;
preferences->height = 2160;
displaySet = true;
} else if (name == "resolution") {
auto resolution = parser.getResolutionOptionValue(name);
preferences->width = resolution.first;
@@ -422,8 +423,10 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve --swap-gamepad-buttons and --no-swap-gamepad-buttons options
preferences->swapFaceButtons = parser.getToggleOptionValue("swap-gamepad-buttons", preferences->swapFaceButtons);
// Resolve --capture-system-keys and --no-capture-system-keys options
preferences->captureSysKeys = parser.getToggleOptionValue("capture-system-keys", preferences->captureSysKeys);
// Resolve --capture-system-keys option
if (parser.isSet("capture-system-keys")) {
preferences->captureSysKeysMode = mapValue(m_CaptureSysKeysModeMap, parser.getChoiceOptionValue("capture-system-keys"));
}
// Resolve --video-codec option
if (parser.isSet("video-codec")) {
+1
View File
@@ -53,4 +53,5 @@ private:
QMap<QString, StreamingPreferences::AudioConfig> m_AudioConfigMap;
QMap<QString, StreamingPreferences::VideoCodecConfig> m_VideoCodecMap;
QMap<QString, StreamingPreferences::VideoDecoderSelection> m_VideoDecoderMap;
QMap<QString, StreamingPreferences::CaptureSysKeysMode> m_CaptureSysKeysModeMap;
};
@@ -15,7 +15,7 @@
<li>Hardware accelerated video decoding with VAAPI, VDPAU, and NVDEC support</li>
<li>7.1 surround sound audio support</li>
<li>Support for both pointer capture (for games) and direct mouse control (for remote desktop)</li>
<li>Support for passing system-wide keyboard shortcuts like Alt+Tab to the host in fullscreen mode on X11</li>
<li>Support for passing system-wide keyboard shortcuts like Alt+Tab to the host</li>
<li>Direct touchscreen mouse control</li>
<li>HEVC support for better video compression efficiency</li>
<li>Gamepad support with force feedback for up to 4 players</li>
@@ -36,6 +36,39 @@
</screenshots>
<releases>
<release version="3.1.1" date="2021-04-09">
<description>
<p>Changes:</p>
<ul>
<li>Added support for streaming from GeForce Experience 3.22</li>
<li>Added support for AMF-encoded HEVC streams from servers like Sunshine and OpenStream</li>
<li>Added new community-contributed translations from Weblate</li>
<li>Fixed KMSDRM rendering with buffer modifiers on embedded devices</li>
</ul>
</description>
</release>
<release version="3.1.0" date="2021-03-14">
<description>
<p>New features:</p>
<ul>
<li>System keyboard shortcuts (Alt+Tab, Super key, Ctrl+Shift+Esc, etc.) can now be (optionally) captured in windowed mode</li>
<li>System keyboard shortcuts can now be captured under Wayland</li>
<li>Added support for typing the client's clipboard text on the host by pressing Ctrl+Alt+Shift+V</li>
<li>Added Ctrl+Alt+Shift+D key combo to minimize the streaming window</li>
<li>Added Ctrl+Alt+Shift+C key combo to show the local cursor while streaming in remote desktop mouse mode</li>
<li>Added Select+L1+R1+X gamepad button combo to toggle performance overlay</li>
<li>Added translations for Simplified Chinese and German</li>
<li>Added a language selector on the settings page</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Improved performance of loading the app grid</li>
<li>Fixed video scaling in High DPI mode on Wayland</li>
<li>Fixed window icons on Wayland</li>
<li>Fixed number pad enter key functionality in the UI</li>
</ul>
</description>
</release>
<release version="3.0.0" date="2021-01-17">
<description>
<p>New features:</p>
+1 -11
View File
@@ -5,19 +5,9 @@
# pairing data will be lost each reboot.
HOME=/usr/local/moonlight
# For a seamless transition across the Qt 5.9 -> Qt 5.14 boundary,
# we bundle binaries built with both Qt 5.9 and Qt 5.14 and pick
# the correct one at runtime.
if [ -d "/usr/local/Qt-5.14.1" ]; then
BIN="moonlight"
else
BIN="moonlight59"
fi
# 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
echo Launching $BIN
exec nice -n -10 ./bin/$BIN > /tmp/moonlight.log
exec nice -n -10 ./bin/moonlight > /tmp/moonlight.log
+128 -97
View File
@@ -73,6 +73,9 @@ CenteredGridView {
width: 220; height: 287;
grid: appGrid
property alias appContextMenu: appContextMenuLoader.item
property alias appNameText: appNameTextLoader.item
// Dim the app if it's hidden
opacity: model.hidden ? 0.4 : 1.0
@@ -104,81 +107,94 @@ CenteredGridView {
ToolTip.text: model.name
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: (parent.hovered || parent.highlighted) && (!appNameText.visible || appNameText.truncated)
ToolTip.visible: (parent.hovered || parent.highlighted) && (!appNameText || appNameText.truncated)
}
ToolButton {
id: resumeButton
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? -47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : -60
anchors.centerIn: appIcon
visible: model.running
implicitWidth: 125
implicitHeight: 125
Loader {
active: model.running
asynchronous: true
anchors.fill: appIcon
Image {
source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
sourceComponent: Item {
ToolButton {
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? -47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : -60
anchors.centerIn: parent
implicitWidth: 125
implicitHeight: 125
Image {
source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
onClicked: {
launchOrResumeSelectedApp(true)
}
ToolTip.text: qsTr("Resume Game")
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
ToolButton {
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? 47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : 60
anchors.centerIn: parent
implicitWidth: 125
implicitHeight: 125
Image {
source: "qrc:/res/baseline-cancel-24px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
onClicked: {
doQuitGame()
}
ToolTip.text: qsTr("Quit Game")
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
}
onClicked: {
launchOrResumeSelectedApp(true)
}
ToolTip.text: qsTr("Resume Game")
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
ToolButton {
id: quitButton
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? 47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : 60
anchors.centerIn: appIcon
visible: model.running
implicitWidth: 125
implicitHeight: 125
Loader {
id: appNameTextLoader
active: appIcon.isPlaceholder
Image {
source: "qrc:/res/baseline-cancel-24px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
// This loader is not asynchronous to avoid noticeable differences
// in the time in which the text loads for each game.
onClicked: {
doQuitGame()
}
ToolTip.text: qsTr("Quit Game")
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
Label {
id: appNameText
visible: appIcon.isPlaceholder
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
font.pointSize: 22
verticalAlignment: Text.AlignVCenter
horizontalAlignment: Text.AlignHCenter
wrapMode: Text.Wrap
elide: Text.ElideRight
sourceComponent: Label {
id: appNameText
text: model.name
font.pointSize: 22
leftPadding: 20
rightPadding: 20
verticalAlignment: Text.AlignVCenter
horizontalAlignment: Text.AlignHCenter
wrapMode: Text.Wrap
elide: Text.ElideRight
}
}
function launchOrResumeSelectedApp(quitExistingApp)
@@ -245,6 +261,17 @@ CenteredGridView {
}
}
Keys.onEnterPressed: {
// Open the app context menu if activated via the gamepad or keyboard
// for running games. If the game isn't running, the above onClicked
// method will handle the launch.
if (model.running) {
// This will be keyboard/gamepad driven so use
// open() instead of popup()
appContextMenu.open()
}
}
Keys.onMenuPressed: {
// This will be keyboard/gamepad driven so use open() instead of popup()
appContextMenu.open()
@@ -256,44 +283,48 @@ CenteredGridView {
quitAppDialog.open()
}
NavigableMenu {
id: appContextMenu
NavigableMenuItem {
parentMenu: appContextMenu
text: model.running ? qsTr("Resume Game") : qsTr("Launch Game")
onTriggered: launchOrResumeSelectedApp(true)
}
NavigableMenuItem {
parentMenu: appContextMenu
text: qsTr("Quit Game")
onTriggered: doQuitGame()
visible: model.running
}
NavigableMenuItem {
parentMenu: appContextMenu
checkable: true
checked: model.directLaunch
text: qsTr("Direct Launch")
onTriggered: appModel.setAppDirectLaunch(model.index, !model.directLaunch)
enabled: !model.hidden
Loader {
id: appContextMenuLoader
asynchronous: true
sourceComponent: NavigableMenu {
id: appContextMenu
NavigableMenuItem {
parentMenu: appContextMenu
text: model.running ? qsTr("Resume Game") : qsTr("Launch Game")
onTriggered: launchOrResumeSelectedApp(true)
}
NavigableMenuItem {
parentMenu: appContextMenu
text: qsTr("Quit Game")
onTriggered: doQuitGame()
visible: model.running
}
NavigableMenuItem {
parentMenu: appContextMenu
checkable: true
checked: model.directLaunch
text: qsTr("Direct Launch")
onTriggered: appModel.setAppDirectLaunch(model.index, !model.directLaunch)
enabled: !model.hidden
ToolTip.text: qsTr("Launch this app immediately when the host is selected, bypassing the app selection grid.")
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
NavigableMenuItem {
parentMenu: appContextMenu
checkable: true
checked: model.hidden
text: qsTr("Hide Game")
onTriggered: appModel.setAppHidden(model.index, !model.hidden)
enabled: model.hidden || (!model.running && !model.directLaunch)
ToolTip.text: qsTr("Launch this app immediately when the host is selected, bypassing the app selection grid.")
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
NavigableMenuItem {
parentMenu: appContextMenu
checkable: true
checked: model.hidden
text: qsTr("Hide Game")
onTriggered: appModel.setAppHidden(model.index, !model.hidden)
enabled: model.hidden || (!model.running && !model.directLaunch)
ToolTip.text: qsTr("Hide this game from the app grid. To access hidden games, right-click on the host and choose %1.").arg(qsTr("View All Apps"))
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: qsTr("Hide this game from the app grid. To access hidden games, right-click on the host and choose %1.").arg(qsTr("View All Apps"))
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
}
}
}
}
+3
View File
@@ -21,4 +21,7 @@ ItemDelegate {
Keys.onReturnPressed: {
clicked()
}
Keys.onEnterPressed: {
clicked()
}
}
+4
View File
@@ -22,6 +22,10 @@ MenuItem {
triggered()
}
Keys.onEnterPressed: {
triggered()
}
Keys.onEscapePressed: {
parentMenu.close()
}
+4
View File
@@ -56,6 +56,10 @@ NavigableDialog {
accept()
}
Keys.onEnterPressed: {
accept()
}
Keys.onEscapePressed: {
reject()
}
+4
View File
@@ -27,6 +27,10 @@ ToolButton {
clicked()
}
Keys.onEnterPressed: {
clicked()
}
Keys.onRightPressed: {
nextItemInFocusChain(true).forceActiveFocus(Qt.TabFocus)
}
+54 -44
View File
@@ -113,6 +113,8 @@ CenteredGridView {
width: 300; height: 320;
grid: pcGrid
property alias pcContextMenu : pcContextMenuLoader.item
Image {
id: pcIcon
anchors.horizontalCenter: parent.horizontalCenter
@@ -160,54 +162,58 @@ CenteredGridView {
elide: Text.ElideRight
}
NavigableMenu {
id: pcContextMenu
MenuItem {
text: qsTr("PC Status: %1").arg(model.online ? qsTr("Online") : qsTr("Offline"))
font.bold: true
enabled: false
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("View All Apps")
onTriggered: {
var component = Qt.createComponent("AppView.qml")
var appView = component.createObject(stackView, {"computerIndex": index, "objectName": model.name, "showHiddenGames": true})
stackView.push(appView)
Loader {
id: pcContextMenuLoader
asynchronous: true
sourceComponent: NavigableMenu {
id: pcContextMenu
MenuItem {
text: qsTr("PC Status: %1").arg(model.online ? qsTr("Online") : qsTr("Offline"))
font.bold: true
enabled: false
}
visible: model.online && model.paired
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Wake PC")
onTriggered: computerModel.wakeComputer(index)
visible: !model.online && model.wakeable
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Test Network")
onTriggered: {
computerModel.testConnectionForComputer(index)
testConnectionDialog.open()
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("View All Apps")
onTriggered: {
var component = Qt.createComponent("AppView.qml")
var appView = component.createObject(stackView, {"computerIndex": index, "objectName": model.name, "showHiddenGames": true})
stackView.push(appView)
}
visible: model.online && model.paired
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Wake PC")
onTriggered: computerModel.wakeComputer(index)
visible: !model.online && model.wakeable
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Test Network")
onTriggered: {
computerModel.testConnectionForComputer(index)
testConnectionDialog.open()
}
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Rename PC")
onTriggered: {
renamePcDialog.pcIndex = index
renamePcDialog.originalName = model.name
renamePcDialog.open()
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Rename PC")
onTriggered: {
renamePcDialog.pcIndex = index
renamePcDialog.originalName = model.name
renamePcDialog.open()
}
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Delete PC")
onTriggered: {
deletePcDialog.pcIndex = index
// get confirmation first, actual closing is called from the dialog
deletePcDialog.open()
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Delete PC")
onTriggered: {
deletePcDialog.pcIndex = index
// get confirmation first, actual closing is called from the dialog
deletePcDialog.open()
}
}
}
}
@@ -379,6 +385,10 @@ CenteredGridView {
Keys.onReturnPressed: {
renamePcDialog.accept()
}
Keys.onEnterPressed: {
renamePcDialog.accept()
}
}
}
}
+189 -46
View File
@@ -358,6 +358,10 @@ Flickable {
Keys.onReturnPressed: {
customResolutionDialog.accept()
}
Keys.onEnterPressed: {
customResolutionDialog.accept()
}
}
Label {
@@ -382,6 +386,10 @@ Flickable {
Keys.onReturnPressed: {
customResolutionDialog.accept()
}
Keys.onEnterPressed: {
customResolutionDialog.accept()
}
}
}
}
@@ -519,12 +527,17 @@ Flickable {
text: qsTr("Display mode")
font.pointSize: 12
wrapMode: Text.Wrap
visible: SystemProperties.hasWindowManager
visible: SystemProperties.hasDesktopEnvironment
}
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
if (!visible) {
// Do nothing if the control won't even be visible
return
}
// Set the recommended option based on the OS
for (var i = 0; i < windowModeListModel.count; i++) {
var thisWm = windowModeListModel.get(i).val;
@@ -537,22 +550,20 @@ Flickable {
currentIndex = 0
if (SystemProperties.hasWindowManager && !SystemProperties.rendererAlwaysFullScreen) {
var savedWm = StreamingPreferences.windowMode
for (var i = 0; i < windowModeListModel.count; i++) {
var thisWm = windowModeListModel.get(i).val;
if (savedWm === thisWm) {
currentIndex = i
break
}
}
var savedWm = StreamingPreferences.windowMode
for (var i = 0; i < windowModeListModel.count; i++) {
var thisWm = windowModeListModel.get(i).val;
if (savedWm === thisWm) {
currentIndex = i
break
}
}
activated(currentIndex)
}
id: windowModeComboBox
visible: SystemProperties.hasWindowManager
visible: SystemProperties.hasDesktopEnvironment
enabled: !SystemProperties.rendererAlwaysFullScreen
hoverEnabled: true
textRole: "text"
@@ -697,7 +708,7 @@ Flickable {
width: parent.width
text: qsTr("Mute audio stream when Moonlight is not the active window")
font.pointSize: 12
visible: SystemProperties.hasWindowManager
visible: SystemProperties.hasDesktopEnvironment
checked: StreamingPreferences.muteOnFocusLoss
onCheckedChanged: {
StreamingPreferences.muteOnFocusLoss = checked
@@ -724,37 +735,116 @@ Flickable {
Label {
width: parent.width
id: uiDisplayModeTitle
text: qsTr("GUI display mode")
id: languageTitle
text: qsTr("Language")
font.pointSize: 12
wrapMode: Text.Wrap
visible: SystemProperties.hasWindowManager
}
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
if (SystemProperties.hasWindowManager) {
var saved_uidisplaymode = StreamingPreferences.uiDisplayMode
currentIndex = 0
for (var i = 0; i < uiDisplayModeListModel.count; i++) {
var el_uidisplaymode = uiDisplayModeListModel.get(i).val;
if (saved_uidisplaymode === el_uidisplaymode) {
currentIndex = i
break
}
var saved_language = StreamingPreferences.language
currentIndex = 0
for (var i = 0; i < languageListModel.count; i++) {
var el_language = languageListModel.get(i).val;
if (saved_language === el_language) {
currentIndex = i
break
}
}
else {
// Full-screen is always selected when there is no window manager
currentIndex = 2
activated(currentIndex)
}
id: languageComboBox
textRole: "text"
model: ListModel {
id: languageListModel
ListElement {
text: qsTr("Automatic")
val: StreamingPreferences.LANG_AUTO
}
ListElement {
text: "Deutsch" //German
val: StreamingPreferences.LANG_DE
}
ListElement {
text: "English"
val: StreamingPreferences.LANG_EN
}
ListElement {
text: "Français" //French
val: StreamingPreferences.LANG_FR
}
ListElement {
text: "简体中文" //Simplified Chinese
val: StreamingPreferences.LANG_ZH_CN
}
ListElement {
text: "Norwegian Bokmål"
val: StreamingPreferences.LANG_NB_NO
}
ListElement {
text: "русский" // Russian
val: StreamingPreferences.LANG_RU
}
// Don't list Spanish until it is more complete
/*ListElement {
text: "Español" // Spanish
val: StreamingPreferences.LANG_ES
}*/
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
// Retranslating is expensive, so only do it if the language actually changed
var new_language = languageListModel.get(currentIndex).val
if (StreamingPreferences.language !== new_language) {
StreamingPreferences.language = languageListModel.get(currentIndex).val
if (!StreamingPreferences.retranslate()) {
ToolTip.show(qsTr("You must restart Moonlight for this change to take effect"), 5000)
}
else {
// Force the back operation to pop any AppView pages that exist.
// The AppView stops working after retranslate() for some reason.
window.clearOnBack = true
}
}
}
}
Label {
width: parent.width
id: uiDisplayModeTitle
text: qsTr("GUI display mode")
font.pointSize: 12
wrapMode: Text.Wrap
visible: SystemProperties.hasDesktopEnvironment
}
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
if (!visible) {
// Do nothing if the control won't even be visible
return
}
var saved_uidisplaymode = StreamingPreferences.uiDisplayMode
currentIndex = 0
for (var i = 0; i < uiDisplayModeListModel.count; i++) {
var el_uidisplaymode = uiDisplayModeListModel.get(i).val;
if (saved_uidisplaymode === el_uidisplaymode) {
currentIndex = i
break
}
}
activated(currentIndex)
}
id: uiDisplayModeComboBox
visible: SystemProperties.hasWindowManager
visible: SystemProperties.hasDesktopEnvironment
textRole: "text"
model: ListModel {
id: uiDisplayModeListModel
@@ -833,7 +923,6 @@ Flickable {
width: parent.width
text: qsTr("Optimize mouse for remote desktop instead of games")
font.pointSize: 12
visible: SystemProperties.hasWindowManager
checked: StreamingPreferences.absoluteMouseMode
onCheckedChanged: {
StreamingPreferences.absoluteMouseMode = checked
@@ -847,25 +936,79 @@ Flickable {
qsTr("NOTE: Due to a bug in GeForce Experience, this option may not work properly if your host PC has multiple monitors.")
}
CheckBox {
id: captureSysKeysCheck
hoverEnabled: true
Row {
spacing: 5
width: parent.width
text: qsTr("Capture system keyboard shortcuts ") +
(!SystemProperties.isRunningWayland ? qsTr("while streaming in fullscreen") :
qsTr("(unsupported on Wayland)"))
font.pointSize: 12
enabled: SystemProperties.hasWindowManager && !SystemProperties.isRunningWayland
checked: (StreamingPreferences.captureSysKeys || !SystemProperties.hasWindowManager) && !SystemProperties.isRunningWayland
onCheckedChanged: {
StreamingPreferences.captureSysKeys = checked
CheckBox {
id: captureSysKeysCheck
hoverEnabled: true
text: qsTr("Capture system keyboard shortcuts")
font.pointSize: 12
enabled: SystemProperties.hasDesktopEnvironment
checked: StreamingPreferences.captureSysKeysMode !== StreamingPreferences.CSK_OFF || !SystemProperties.hasDesktopEnvironment
ToolTip.delay: 1000
ToolTip.timeout: 10000
ToolTip.visible: hovered
ToolTip.text: qsTr("This enables the capture of system-wide keyboard shortcuts like Alt+Tab that would normally be handled by the client OS while streaming.") + "\n\n" +
qsTr("NOTE: Certain keyboard shortcuts like Ctrl+Alt+Del on Windows cannot be intercepted by any application, including Moonlight.")
}
ToolTip.delay: 1000
ToolTip.timeout: 10000
ToolTip.visible: hovered
ToolTip.text: qsTr("This enables the capture of system-wide keyboard shortcuts like Alt+Tab that would normally be handled by the client OS while streaming in fullscreen.") + "\n\n" +
qsTr("NOTE: Certain keyboard shortcuts like Ctrl+Alt+Del on Windows cannot be intercepted by any application, including Moonlight.")
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
if (!visible) {
// Do nothing if the control won't even be visible
return
}
var saved_syskeysmode = StreamingPreferences.captureSysKeysMode
currentIndex = 0
for (var i = 0; i < captureSysKeysModeListModel.count; i++) {
var el_syskeysmode = captureSysKeysModeListModel.get(i).val;
if (saved_syskeysmode === el_syskeysmode) {
currentIndex = i
break
}
}
activated(currentIndex)
}
enabled: captureSysKeysCheck.checked && captureSysKeysCheck.enabled
textRole: "text"
model: ListModel {
id: captureSysKeysModeListModel
ListElement {
text: qsTr("in fullscreen")
val: StreamingPreferences.CSK_FULLSCREEN
}
ListElement {
text: qsTr("always")
val: StreamingPreferences.CSK_ALWAYS
}
}
function updatePref() {
if (!enabled) {
StreamingPreferences.captureSysKeysMode = StreamingPreferences.CSK_OFF
}
else {
StreamingPreferences.captureSysKeysMode = captureSysKeysModeListModel.get(currentIndex).val
}
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated: {
updatePref()
}
// This handles transition of the checkbox state
onEnabledChanged: {
updatePref()
}
}
}
CheckBox {
@@ -980,7 +1123,7 @@ Flickable {
width: parent.width
text: qsTr("Process gamepad input when Moonlight is in the background")
font.pointSize: 12
visible: SystemProperties.hasWindowManager
visible: SystemProperties.hasDesktopEnvironment
checked: StreamingPreferences.backgroundGamepad
onCheckedChanged: {
StreamingPreferences.backgroundGamepad = checked
+24 -4
View File
@@ -12,13 +12,18 @@ import SdlGamepadKeyNavigation 1.0
ApplicationWindow {
property bool pollingActive: false
// Set by SettingsView to force the back operation to pop all
// pages except the initial view. This is required when doing
// a retranslate() because AppView breaks for some reason.
property bool clearOnBack: false
id: window
visible: true
width: 1280
height: 600
visibility: {
if (SystemProperties.hasWindowManager) {
if (SystemProperties.hasDesktopEnvironment) {
if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_WINDOWED) return "Windowed"
else if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_MAXIMIZED) return "Maximized"
else if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_FULLSCREEN) return "FullScreen"
@@ -31,6 +36,17 @@ ApplicationWindow {
// it will never insert a line break and just extend on forever.
ToolTip.toolTip.contentWidth: ToolTip.toolTip.implicitContentWidth < 400 ? ToolTip.toolTip.implicitContentWidth : 400
function goBack() {
if (clearOnBack) {
// Pop all items except the first one
stackView.pop(null)
clearOnBack = false
}
else {
stackView.pop()
}
}
StackView {
id: stackView
initialItem: initialView
@@ -46,7 +62,7 @@ ApplicationWindow {
Keys.onEscapePressed: {
if (depth > 1) {
stackView.pop()
goBack()
}
else {
quitConfirmationDialog.open()
@@ -55,7 +71,7 @@ ApplicationWindow {
Keys.onBackPressed: {
if (depth > 1) {
stackView.pop()
goBack()
}
else {
quitConfirmationDialog.open()
@@ -210,7 +226,7 @@ ApplicationWindow {
iconSource: "qrc:/res/arrow_left.svg"
onClicked: stackView.pop()
onClicked: goBack()
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
@@ -495,6 +511,10 @@ ApplicationWindow {
Keys.onReturnPressed: {
addPcDialog.accept()
}
Keys.onEnterPressed: {
addPcDialog.accept()
}
}
}
}
+1 -1
View File
@@ -15,7 +15,7 @@ SdlGamepadKeyNavigation::SdlGamepadKeyNavigation()
m_LastAxisNavigationEventTime(0)
{
m_PollingTimer = new QTimer(this);
connect(m_PollingTimer, SIGNAL(timeout()), this, SLOT(onPollingTimerFired()));
connect(m_PollingTimer, &QTimer::timeout, this, &SdlGamepadKeyNavigation::onPollingTimerFired);
}
SdlGamepadKeyNavigation::~SdlGamepadKeyNavigation()
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+393 -171
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+990
View File
@@ -0,0 +1,990 @@
<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="zh_CN">
<context>
<name>AppView</name>
<message>
<location filename="../gui/AppView.qml" line="139"/>
<location filename="../gui/AppView.qml" line="293"/>
<source>Resume Game</source>
<translation>继续游戏</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="165"/>
<location filename="../gui/AppView.qml" line="298"/>
<source>Quit Game</source>
<translation>退出游戏</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="293"/>
<source>Launch Game</source>
<translation>启动游戏</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="306"/>
<source>Direct Launch</source>
<translation>直接启动</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="310"/>
<source>Launch this app immediately when the host is selected, bypassing the app selection grid.</source>
<translation>选择目标计算机后立即启动此应用程序,绕过应用程序选择网格。</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="319"/>
<source>Hide Game</source>
<translation>隐藏游戏</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="323"/>
<source>Hide this game from the app grid. To access hidden games, right-click on the host and choose %1.</source>
<translation>从应用程序网格中隐藏此游戏。要访问隐藏的游戏,请右键单击目标计算机并选择 %1。</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="323"/>
<source>View All Apps</source>
<translation>查看所有应用程序</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="338"/>
<source>Are you sure you want to quit %1? Any unsaved progress will be lost.</source>
<translation>你确定要退出 %1 吗?所有未保存的游戏进度都将丢失。</translation>
</message>
</context>
<context>
<name>CliQuitStreamSegue</name>
<message>
<location filename="../gui/CliQuitStreamSegue.qml" line="9"/>
<source>Establishing connection to PC...</source>
<translation>正在建立与目标计算机的连接...</translation>
</message>
<message>
<location filename="../gui/CliQuitStreamSegue.qml" line="13"/>
<source>Quitting app...</source>
<translation>应用程序退出中...</translation>
</message>
</context>
<context>
<name>CliStartStreamSegue</name>
<message>
<location filename="../gui/CliStartStreamSegue.qml" line="9"/>
<source>Establishing connection to PC...</source>
<translation>正在建立与目标计算机的连接...</translation>
</message>
<message>
<location filename="../gui/CliStartStreamSegue.qml" line="13"/>
<source>Loading app list...</source>
<translation>应用程序列表加载中...</translation>
</message>
<message>
<location filename="../gui/CliStartStreamSegue.qml" line="81"/>
<source>Are you sure you want to quit %1? Any unsaved progress will be lost.</source>
<translation>你确定要退出 %1 吗?任何未保存的进度都将丢失。</translation>
</message>
</context>
<context>
<name>GamepadMapper</name>
<message>
<location filename="../gui/GamepadMapper.qml" line="4"/>
<source>Gamepad Mapping</source>
<translation>手柄按键映射</translation>
</message>
</context>
<context>
<name>NvHTTP</name>
<message>
<location filename="../backend/nvhttp.cpp" line="327"/>
<source>Missing audio capture device. Reinstalling GeForce Experience should resolve this error.</source>
<translation>缺少音频捕获设备。重新安装 GeForce Experience 可以解决此错误。</translation>
</message>
</context>
<context>
<name>PcView</name>
<message>
<location filename="../gui/PcView.qml" line="20"/>
<source>Computers</source>
<translation>计算机列表</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="67"/>
<source>Unable to connect to the specified PC.</source>
<translation>无法连接到目标计算机。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="70"/>
<source>This PC&apos;s Internet connection is blocking Moonlight. Streaming over the Internet may not work while connected to this network.</source>
<translation>此计算机的互联网连接被阻塞。当连接到此网络时,互联网上的流式传输可能无法工作。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="73"/>
<source>Click the Help button for possible solutions.</source>
<translation>单击帮助按钮以获取可能的解决方案。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="102"/>
<source>Searching for PCs on your local network with NVIDIA GameStream enabled...</source>
<translation>正在本地网络上搜索启用 NVIDIA GameStrea 的计算机...</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="103"/>
<source>Automatic PC discovery is disabled. Add your PC manually.</source>
<translation>已禁用计算机自动发现。需要手动添加计算机。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="171"/>
<source>PC Status: %1</source>
<translation>计算机状态: %1</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="171"/>
<source>Online</source>
<translation>在线</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="171"/>
<source>Offline</source>
<translation>离线</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="177"/>
<source>View All Apps</source>
<translation>查看所有应用程序</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="187"/>
<source>Wake PC</source>
<translation>唤醒目标计算机</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="193"/>
<source>Test Network</source>
<translation>网络测试</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="202"/>
<source>Rename PC</source>
<translation>重命名计算机</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="211"/>
<source>Delete PC</source>
<translation>删除计算机</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="242"/>
<source>You cannot pair while a previous session is still running on the host PC. Quit any running games or reboot the host PC, then try pairing again.</source>
<translation>当上一个会话仍在运行时,无法进行配对。请退出所有正在运行的游戏或重新启动目标计算机,然后重试配对。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="297"/>
<source>Please enter %1 on your GameStream PC. This dialog will close when pairing is completed.</source>
<translation>请在启用 GameStream 的计算机上输入 %1。配对完成后,此对话框将关闭。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="308"/>
<source>Are you sure you want to remove this PC?</source>
<translation>确定要移除这个计算机吗?</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="325"/>
<source>Moonlight is testing your network connection to determine if NVIDIA GameStream is blocked.</source>
<translation>Moonlight 正在测试你的网络连接,以检测 NVIDIA GameStream 是否被阻止。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="325"/>
<source>This may take a few seconds…</source>
<translation>这可能需要几秒钟...</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="332"/>
<source>The network test could not be performed because none of Moonlight&apos;s connection testing servers were reachable from this PC. Check your Internet connection or try again later.</source>
<translation>无法执行网络测试,因为此计算机无法访问 Moonlight 的连接测试服务器。请检查你的互联网连接或稍后再试。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="336"/>
<source>This network does not appear to be blocking Moonlight. If you still have trouble connecting, check your PC&apos;s firewall settings.</source>
<translation>此网络似乎没有阻止 Moonlight。如果仍然无法连接,请检查计算机的防火墙设置。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="336"/>
<source>If you are trying to stream over the Internet, install the Moonlight Internet Hosting Tool on your gaming PC and run the included Internet Streaming Tester to check your gaming PC&apos;s Internet connection.</source>
<translation>如果你想通过互联网进行流式传输,请在你的目标计算机上安装 Moonlight Internet Hosting 工具,并运行包含的互联网流式传输测试程序来检查你目标计算机的互联网连接。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="340"/>
<source>Your PC&apos;s current network connection seems to be blocking Moonlight. Streaming over the Internet may not work while connected to this network.</source>
<translation>此计算机当前的网络连接似乎被阻塞了。当连接到此网络时,互联网上的流式传输可能无法工作。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="340"/>
<source>The following network ports were blocked:</source>
<translation>下列网络端口被阻止:</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="352"/>
<source>Enter the new name for this PC:</source>
<translation>输入这台计算机的新名称:</translation>
</message>
</context>
<context>
<name>PendingQuitTask</name>
<message>
<location filename="../backend/computermanager.cpp" line="538"/>
<source>The running game wasn&apos;t started by this PC. You must quit the game on the host PC manually or use the device that originally started the game.</source>
<translation>正在运行的游戏不是由这台计算机启动的。你必须在目标计算机上手动退出游戏或使用最初启动游戏的设备。</translation>
</message>
</context>
<context>
<name>QObject</name>
<message>
<location filename="../cli/quitstream.cpp" line="76"/>
<location filename="../cli/startstream.cpp" line="133"/>
<source>Failed to connect to %1</source>
<translation>无法连接到 %1</translation>
</message>
<message>
<location filename="../cli/quitstream.cpp" line="88"/>
<location filename="../cli/startstream.cpp" line="89"/>
<source>Computer %1 has not been paired. Please open Moonlight to pair before streaming.</source>
<translation>计算机 %1 尚未配对。</translation>
</message>
<message>
<location filename="../cli/quitstream.cpp" line="102"/>
<location filename="../cli/startstream.cpp" line="126"/>
<source>Quitting app failed, reason: %1</source>
<translation>退出应用程序失败,原因: %1</translation>
</message>
<message>
<location filename="../cli/startstream.cpp" line="137"/>
<source>Failed to find application %1</source>
<translation>找不到应用程序 %1</translation>
</message>
</context>
<context>
<name>QuitSegue</name>
<message>
<location filename="../gui/QuitSegue.qml" line="12"/>
<source>Quitting %1...</source>
<translation>正在退出 %1...</translation>
</message>
</context>
<context>
<name>Session</name>
<message>
<location filename="../streaming/session.cpp" line="89"/>
<source>No video received from host.</source>
<translation>没有从目标计算机接收到视频画面。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="90"/>
<source>Check your firewall and port forwarding rules for port(s): %1</source>
<translation>检查防火墙和端口转发规则: %1</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="95"/>
<source>Your network connection isn&apos;t performing well. Reduce your video bitrate setting or try a faster connection.</source>
<translation>网络连接性能不佳。请降低视频比特率或尝试更快的网络连接。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="100"/>
<source>Something went wrong on your host PC when starting the stream.</source>
<translation>目标计算机启动流式传输时出现问题。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="101"/>
<source>Make sure you don&apos;t have any DRM-protected content open on your host PC. You can also try restarting your host PC.</source>
<translation>确保目标计算机上没有打开任何受 DRM 保护的内容。你也可以尝试重新启动目标计算机。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="102"/>
<source>If the issue persists, try reinstalling your GPU drivers and GeForce Experience.</source>
<translation>如果问题仍然存在,请尝试重新安装显卡驱动程序和 GeForce Experience。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="107"/>
<source>Connection terminated</source>
<translation>会话已终止</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="581"/>
<source>Your selection to enable remote desktop mouse mode may cause problems in games.</source>
<translation>启用远程桌面鼠标模式可能会导致游戏出现问题。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="586"/>
<source>HDR is not supported with software decoding.</source>
<translation>软件解码不支持 HDR。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="590"/>
<source>Your settings selection to force software decoding may cause poor streaming performance.</source>
<translation>你选择的用于强制软件解码的设置可能会导致流式传输性能不佳。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="595"/>
<source>Using unsupported FPS options may cause stuttering or lag.</source>
<translation>使用不受支持的 FPS 选项可能会导致卡顿或延迟。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="598"/>
<source>V-sync will be disabled when streaming at a higher frame rate than the display.</source>
<translation>当流式传输的帧率高于显示时,垂直同步将被禁用。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="615"/>
<source>Using software decoding due to your selection to force HEVC without GPU support. This may cause poor streaming performance.</source>
<translation>根据你的选择使用软件解码,以在没有显卡支持的情况下强制 HEVC。这可能会导致流式传输性能不佳。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="618"/>
<source>This PC&apos;s GPU doesn&apos;t support HEVC decoding.</source>
<translation>此计算机的显卡不支持 HEVC 解码。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="625"/>
<source>Your host PC GPU doesn&apos;t support HEVC. A GeForce GTX 900-series (Maxwell) or later GPU is required for HEVC streaming.</source>
<translation>目标计算机的显卡不支持 HEVC。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="642"/>
<source>%1 doesn&apos;t support HDR10.</source>
<translation>%1 不支持 HDR10。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="646"/>
<source>Your host PC GPU doesn&apos;t support HDR streaming. A GeForce GTX 1000-series (Pascal) or later GPU is required for HDR streaming.</source>
<translation>目标计算机的显卡不支持 HDR 流。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="655"/>
<source>This PC&apos;s GPU doesn&apos;t support HEVC Main10 decoding for HDR streaming.</source>
<translation>此计算机的显卡不支持 HEVC Main10 解码 HDR 流。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="668"/>
<source>GeForce Experience 3.0 or higher is required for 4K streaming.</source>
<translation>4K 流式传输需要 GeForce Experience 3.0 或更高版本。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="683"/>
<source>Your selected surround sound setting is not supported by the current audio device.</source>
<translation>当前音频设备不支持你选择的环绕声设置。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="690"/>
<source>Failed to open audio device. Audio will be unavailable during this session.</source>
<translation>无法打开音频设备。音频在此会话期间将不可用。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="695"/>
<source>An attached gamepad has no mapping and won&apos;t be usable. Visit the Moonlight help to resolve this.</source>
<translation>附加的手柄没有映射,因此无法使用。请访问 Moonlight 帮助解决此问题。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="703"/>
<source>Your host PC&apos;s GPU doesn&apos;t support streaming video resolutions over 4K.</source>
<translation>目标计算机的显卡不支持 4K 以上的流式传输视频分辨率。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="707"/>
<source>Video resolutions over 4K are only supported by the HEVC codec.</source>
<translation>只有 HEVC 编解码器才支持 4K 以上的视频分辨率。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="721"/>
<source>Your selection to force hardware decoding cannot be satisfied due to missing hardware decoding support on this PC&apos;s GPU.</source>
<translation>由于此计算机的显卡上缺少硬件解码支持,无法满足强制硬件解码的选择。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="724"/>
<source>Your codec selection and force hardware decoding setting are not compatible. This PC&apos;s GPU lacks support for decoding your chosen codec.</source>
<translation>你选择的编解码器和强制硬件解码设置不兼容。此计算机的显卡不支持解码你选择的编解码器。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="1025"/>
<source>GeForce Experience returned error: %1</source>
<translation>GeForce Experience 返回错误: %1</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="1503"/>
<source>Unable to initialize video decoder. Please check your streaming settings and try again.</source>
<translation>无法初始化视频解码器。请检查你的流式传输设置,然后重试。</translation>
</message>
</context>
<context>
<name>SettingsView</name>
<message>
<location filename="../gui/SettingsView.qml" line="12"/>
<source>Settings</source>
<translation>设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="60"/>
<source>Basic Settings</source>
<translation>基本设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="70"/>
<source>Resolution and FPS</source>
<translation>分辨率和 FPS</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="78"/>
<source>Setting values too high for your PC or network connection may cause lag, stuttering, or errors.</source>
<translation>如果你的计算机或网络连接设置的值过高,可能会导致延迟,卡顿或错误。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="209"/>
<source>720p</source>
<translation>720p</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="215"/>
<source>1080p</source>
<translation>1080p</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="221"/>
<source>1440p</source>
<translation>1440p</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="227"/>
<source>4K</source>
<translation>4K</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="331"/>
<source>Custom resolutions are not officially supported by GeForce Experience, so it will not set your host display resolution. You will need to set it manually while in game.</source>
<translation>自定义分辨率不受 GeForce Experience 的正式支持,因此不会设置目标计算机的分辨率。你需要在游戏中手动设置。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="332"/>
<source>Resolutions that are not supported by your client or host PC may cause streaming errors.</source>
<translation>使用当前计算机或目标计算机不支持的分辨率可能会导致流式传输错误。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="338"/>
<source>Enter a custom resolution:</source>
<translation>输入自定义分辨率:</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="406"/>
<location filename="../gui/SettingsView.qml" line="407"/>
<location filename="../gui/SettingsView.qml" line="427"/>
<location filename="../gui/SettingsView.qml" line="430"/>
<source>%1 FPS</source>
<translation>%1 FPS</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="412"/>
<location filename="../gui/SettingsView.qml" line="415"/>
<location filename="../gui/SettingsView.qml" line="424"/>
<location filename="../gui/SettingsView.qml" line="437"/>
<location filename="../gui/SettingsView.qml" line="440"/>
<source>%1 FPS (Unsupported)</source>
<translation>%1 FPS (不支持)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="493"/>
<source>Video bitrate:</source>
<translation>视频比特率:</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="501"/>
<source>Lower the bitrate on slower connections. Raise the bitrate to increase image quality.</source>
<translation>在较慢的连接上降低比特率。提高比特率以提高图像质量。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="519"/>
<source>Video bitrate: %1 Mbps</source>
<translation>视频比特率: %1 Mbps</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="527"/>
<source>Display mode</source>
<translation>显示模式</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="545"/>
<source> (Recommended)</source>
<translation> (推荐)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="573"/>
<location filename="../gui/SettingsView.qml" line="860"/>
<source>Fullscreen</source>
<translation>全屏</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="577"/>
<source>Borderless windowed</source>
<translation>无边框窗口</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="581"/>
<location filename="../gui/SettingsView.qml" line="852"/>
<source>Windowed</source>
<translation>窗口化</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="592"/>
<source>Fullscreen generally provides the best performance, but borderless windowed may work better with features like macOS Spaces, Alt+Tab, screenshot tools, on-screen overlays, etc.</source>
<translation>全屏通常提供最好的性能,但是无边框窗口可以更好地与 macOS Spaces、Alt+Tab、屏幕截图工具、屏幕覆盖等功能配合使用。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="599"/>
<source>V-Sync</source>
<translation>垂直同步</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="609"/>
<source>Disabling V-Sync allows sub-frame rendering latency, but it can display visible tearing</source>
<translation>禁用垂直同步可允许子帧渲染延迟,但会显示可见的撕裂</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="616"/>
<source>Frame pacing</source>
<translation>帧速调节</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="626"/>
<source>Frame pacing reduces micro-stutter by delaying frames that come in too early</source>
<translation>通过延迟过早进入的帧来减少卡顿</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="636"/>
<source>Audio Settings</source>
<translation>音频设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="646"/>
<source>Audio configuration</source>
<translation>音频配置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="671"/>
<source>Stereo</source>
<translation>立体声</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="675"/>
<source>5.1 surround sound</source>
<translation>5.1 环绕声</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="679"/>
<source>7.1 surround sound</source>
<translation>7.1 环绕声</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="693"/>
<source>Mute host PC speakers while streaming</source>
<translation>流式传输启动时将目标计算机的扬声器静音</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="703"/>
<source>You must restart any game currently in progress for this setting to take effect</source>
<translation>要使此设置生效,必须重新启动当前正在进行的所有游戏</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="709"/>
<source>Mute audio stream when Moonlight is not the active window</source>
<translation>当 Moonlight 失去焦点时静音</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="720"/>
<source>Mutes Moonlight&apos;s audio when you Alt+Tab out of the stream or click on a different window.</source>
<translation>当你用 Alt+Tab 键离开流式传输或者点击其他窗口时,Moonlight 将静音。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="729"/>
<source>UI Settings</source>
<translation>界面设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="739"/>
<source>Language</source>
<translation></translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="765"/>
<source>Automatic</source>
<translation></translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="805"/>
<source>You must restart Moonlight for this change to take effect</source>
<translation></translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="819"/>
<source>GUI display mode</source>
<translation>窗口显示模式</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="856"/>
<source>Maximized</source>
<translation>最大化</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="873"/>
<source>Show connection quality warnings</source>
<translation>显示连接质量警告</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="885"/>
<source>Discord Rich Presence integration</source>
<translation>Discord Rich Presence 集成</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="895"/>
<source>Updates your Discord status to display the name of the game you&apos;re streaming.</source>
<translation>更新你的 Discord 状态,以显示正在运行的游戏名称。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="913"/>
<source>Input Settings</source>
<translation>输入设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="924"/>
<source>Optimize mouse for remote desktop instead of games</source>
<translation>为远程桌面而不是游戏优化鼠标</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="934"/>
<source>This enables seamless mouse control without capturing the client&apos;s mouse cursor. It is ideal for remote desktop usage but will not work in most games.</source>
<translation>这可以实现无缝鼠标控制,而无需捕获客户端的鼠标光标。这是理想的远程桌面使用方案,但不会在大多数游戏中工作。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="935"/>
<source>You can toggle this while streaming using Ctrl+Alt+Shift+M.</source>
<translation>你可以使用 Ctrl+Alt+Shift+M 切换鼠标控制模式。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="936"/>
<source>NOTE: Due to a bug in GeForce Experience, this option may not work properly if your host PC has multiple monitors.</source>
<translation>注意:由于 GeForce Experience 的 Bug,如果你的目标计算机有多个显示器,则此选项可能无法正常工作。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="946"/>
<source>Capture system keyboard shortcuts</source>
<translation></translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="954"/>
<source>This enables the capture of system-wide keyboard shortcuts like Alt+Tab that would normally be handled by the client OS while streaming.</source>
<translation></translation>
</message>
<message>
<source>Capture system keyboard shortcuts while streaming in fullscreen</source>
<translation type="vanished">在全屏流式传输时捕获系统键盘快捷键</translation>
</message>
<message>
<source>This enables the capture of system-wide keyboard shortcuts like Alt+Tab that would normally be handled by the client OS while streaming in fullscreen.</source>
<translation type="vanished">这允许捕获系统范围内的键盘快捷键(如Alt+Tab),这些快捷键通常在全屏流式传输时由客户端操作系统处理。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="955"/>
<source>NOTE: Certain keyboard shortcuts like Ctrl+Alt+Del on Windows cannot be intercepted by any application, including Moonlight.</source>
<translation>注意:Windows 上的某些键盘快捷键(如 Ctrl+Alt+Del)不能被任何应用程序截获,包括 Moonlight。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="984"/>
<source>in fullscreen</source>
<translation></translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="988"/>
<source>always</source>
<translation></translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1018"/>
<source>Use touchscreen as a virtual trackpad</source>
<translation>将触摸屏用作虚拟触控板</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1028"/>
<source>When checked, the touchscreen acts like a trackpad. When unchecked, the touchscreen will directly control the mouse pointer.</source>
<translation>选中时,触摸屏就像一个触控板。取消选中时,触摸屏将直接控制鼠标指针。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1035"/>
<source>Swap left and right mouse buttons</source>
<translation>交换鼠标左键和右键</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1047"/>
<source>Reverse mouse scrolling direction</source>
<translation>反转鼠标滚动方向</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1061"/>
<source>Gamepad Settings</source>
<translation>手柄设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1071"/>
<source>Swap A/B and X/Y gamepad buttons</source>
<translation>交换手柄的 A/B 和 X/Y 按钮</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1089"/>
<source>This switches gamepads into a Nintendo-style button layout</source>
<translation>这会将手柄切换为任天堂风格的按钮布局</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1095"/>
<source>Force gamepad #1 always connected</source>
<translation>强制手柄 #1 始终连接</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1105"/>
<source>Forces a single gamepad to always stay connected to the host, even if no gamepads are actually connected to this PC.</source>
<translation>强制单个手柄始终与目标计算机保持连接,即使没有任何手柄实际连接到此计算机。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1106"/>
<source>Only enable this option when streaming a game that doesn&apos;t support gamepads being connected after startup.</source>
<translation>仅在游戏启动后不支持手柄连接时才启用此选项。</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1113"/>
<source>Enable mouse control with gamepads by holding the &apos;Start&apos; button</source>
<translation>按住手柄的“Start”按钮启用鼠标控制</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1124"/>
<source>Process gamepad input when Moonlight is in the background</source>
<translation>当 Moonlight 在后台时处理手柄输入</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1135"/>
<source>Allows Moonlight to capture gamepad inputs even if it&apos;s not the current window in focus</source>
<translation>即使不是焦点窗口,也允许 Moonlight 捕获手柄的输入</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1144"/>
<source>Host Settings</source>
<translation>目标计算机设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1154"/>
<source>Optimize game settings for streaming</source>
<translation>优化游戏设置以进行流式传输</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1165"/>
<source>Quit app on host PC after ending stream</source>
<translation>流式传输结束后退出目标计算机上的应用程序</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1175"/>
<source>This will close the app or game you are streaming when you end your stream. You will lose any unsaved progress!</source>
<translation>当你结束流式传输时,这将关闭正在运行的应用程序或游戏。这会导致你失去所有未保存的游戏进度!</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1184"/>
<source>Advanced Settings</source>
<translation>高级设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1194"/>
<source>Video decoder</source>
<translation>视频解码器</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1219"/>
<location filename="../gui/SettingsView.qml" line="1265"/>
<source>Automatic (Recommended)</source>
<translation>自动 (推荐)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1223"/>
<source>Force software decoding</source>
<translation>强制软件解码</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1227"/>
<source>Force hardware decoding</source>
<translation>强制硬件解码</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1240"/>
<source>Video codec</source>
<translation>视频编解码器</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1269"/>
<source>H.264</source>
<translation>H.264</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1273"/>
<source>HEVC (H.265)</source>
<translation>HEVC (H.265)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1290"/>
<source>Unlock unsupported FPS options</source>
<translation>解锁不受支持的 FPS 选项</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1309"/>
<source>Automatically find PCs on the local network (Recommended)</source>
<translation>自动在本地网络上查找计算机 (推荐)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1334"/>
<source>Automatically detect blocked connections (Recommended)</source>
<translation>自动检测被阻止的连接 (推荐)</translation>
</message>
</context>
<context>
<name>StreamSegue</name>
<message>
<location filename="../gui/StreamSegue.qml" line="11"/>
<source>Resuming %1...</source>
<translation>正在恢复 %1...</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="12"/>
<location filename="../gui/StreamSegue.qml" line="19"/>
<source>Starting %1...</source>
<translation>正在启动 %1...</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="25"/>
<source>Starting %1 failed: Error %2</source>
<translation>启动 %1 错误: 错误 %2</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="28"/>
<source>Check your firewall and port forwarding rules for port(s): %1</source>
<translation>检查防火墙和端口转发规则: %1</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="74"/>
<source>This PC&apos;s Internet connection is blocking Moonlight. Streaming over the Internet may not work while connected to this network.</source>
<translation>此计算机的互联网连接被阻塞。当连接到此网络时,互联网上的流式传输可能无法工作。</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="161"/>
<source>Tip:</source>
<translation>提示:</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="161"/>
<source>Press %1 to disconnect your session</source>
<translation>按 %1 来断开会话</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="162"/>
<source>Start+Select+L1+R1</source>
<translation>Start+Select+L1+R1</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="162"/>
<source>Ctrl+Alt+Shift+Q</source>
<translation>Ctrl+Alt+Shift+Q</translation>
</message>
</context>
<context>
<name>main</name>
<message>
<location filename="../gui/main.qml" line="254"/>
<location filename="../gui/main.qml" line="264"/>
<location filename="../gui/main.qml" line="393"/>
<location filename="../gui/main.qml" line="408"/>
<source>Settings</source>
<translation>设置</translation>
</message>
<message>
<location filename="../gui/main.qml" line="255"/>
<source>Version %1</source>
<translation>版本 %1</translation>
</message>
<message>
<location filename="../gui/main.qml" line="271"/>
<source>Join our community on Discord</source>
<translation>加入我们的社区</translation>
</message>
<message>
<location filename="../gui/main.qml" line="283"/>
<source>Computers</source>
<translation>计算机列表</translation>
</message>
<message>
<location filename="../gui/main.qml" line="290"/>
<source>Add PC manually</source>
<translation>手动添加计算机</translation>
</message>
<message>
<location filename="../gui/main.qml" line="330"/>
<source>Update available for Moonlight: Version %1</source>
<translation>Moonlight 可用更新:版本 %1</translation>
</message>
<message>
<location filename="../gui/main.qml" line="354"/>
<source>Help</source>
<translation>帮助</translation>
</message>
<message>
<location filename="../gui/main.qml" line="377"/>
<source>Gamepad Mapper</source>
<translation>手柄按键映射</translation>
</message>
<message>
<location filename="../gui/main.qml" line="381"/>
<source>Gamepad Mapping</source>
<translation>手柄按键映射</translation>
</message>
<message>
<location filename="../gui/main.qml" line="415"/>
<source>No functioning hardware accelerated H.264 video decoder was detected by Moonlight. Your streaming performance may be severely degraded in this configuration.</source>
<translation>Moonlight 未检测到功能正常的硬件加速 H.264 视频解码器。</translation>
</message>
<message>
<location filename="../gui/main.qml" line="417"/>
<source>Click the Help button for more information on solving this problem.</source>
<translation>单击帮助按钮以获取有关解决此问题的更多信息。</translation>
</message>
<message>
<location filename="../gui/main.qml" line="423"/>
<source>Hardware acceleration doesn&apos;t work on XWayland. Continuing on XWayland may result in poor streaming performance. Try running with QT_QPA_PLATFORM=wayland or switch to X11.</source>
<translation>硬件加速在 XWayland 上不起作用。在 XWayland 上继续操作可能会导致流式传输性能下降。</translation>
</message>
<message>
<location filename="../gui/main.qml" line="425"/>
<source>Click the Help button for more information.</source>
<translation>单击帮助按钮以获取更多信息。</translation>
</message>
<message>
<location filename="../gui/main.qml" line="432"/>
<source>This version of Moonlight isn&apos;t optimized for your PC. Please download the &apos;%1&apos; version of Moonlight for the best streaming performance.</source>
<translation>此版本的 Moonlight 尚未针对你的计算机优化。请下载“%1”版本的 Moonlight,以获得最佳的流式传输性能。</translation>
</message>
<message>
<location filename="../gui/main.qml" line="441"/>
<source>Moonlight detected gamepads without a mapping:</source>
<translation>Moonlight 检测到没有映射的手柄:</translation>
</message>
<message>
<location filename="../gui/main.qml" line="443"/>
<source>Click the Help button for information on how to map your gamepads.</source>
<translation>单击帮助按钮以获取有关如何映射手柄的信息。</translation>
</message>
<message>
<location filename="../gui/main.qml" line="451"/>
<source>Are you sure you want to quit?</source>
<translation>确定要退出吗?</translation>
</message>
<message>
<location filename="../gui/main.qml" line="481"/>
<source>Enter the IP address of your GameStream PC:</source>
<translation>输入目标计算机的 IP 地址:</translation>
</message>
</context>
</TS>
+23 -14
View File
@@ -11,7 +11,6 @@
#include <QCursor>
#include <QElapsedTimer>
#include <QFile>
#include<QTranslator>
// Don't let SDL hook our main function, since Qt is already
// doing the same thing. This needs to be before any headers
@@ -351,14 +350,16 @@ int main(int argc, char *argv[])
}
#endif
#if defined(Q_OS_DARWIN) && QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
if (!qEnvironmentVariableIsSet("QSG_RHI_BACKEND")) {
// The Metal backend in Qt 6.0.0 causes really strange issues transitioning to
// full-screen in our SDL window (hangs in SDL's Cocoa_SetWindowFullscreenSpace())
// and breaks drawing our status updates in the StreamSegue, so use OpenGL like
// Qt 5 does until we figure out the cause of these issues.
qputenv("QSG_RHI_BACKEND", "opengl");
}
#if !defined(Q_OS_WIN32) || QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
// Moonlight requires the non-threaded renderer because we depend
// on being able to control the render thread by blocking in the
// main thread (and pumping events from the main thread when needed).
// That doesn't work with the threaded renderer which causes all
// sorts of odd behavior depending on the platform.
//
// NB: Windows defaults to the "windows" non-threaded render loop on
// Qt 5 and the threaded render loop on Qt 6.
qputenv("QSG_RENDER_LOOP", "basic");
#endif
// We don't want system proxies to apply to us
@@ -394,6 +395,9 @@ int main(int argc, char *argv[])
// future KMSDRM platforms that use SDL for rendering.
SDL_SetHint(SDL_HINT_VIDEO_DOUBLE_BUFFER, "1");
// We use MMAL to render on Raspberry Pi, so we do not require DRM master.
SDL_SetHint("SDL_KMSDRM_REQUIRE_DRM_MASTER", "0");
// Use Direct3D 9Ex to avoid a deadlock caused by the D3D device being reset when
// the user triggers a UAC prompt. This option controls the software/SDL renderer.
// The DXVA2 renderer uses Direct3D 9Ex itself directly.
@@ -451,9 +455,9 @@ int main(int argc, char *argv[])
QGuiApplication app(argc, argv);
QTranslator translator;
qDebug() << "Translation loaded:" << translator.load(QString(":/languages/qml_") + QLocale::system().name());
app.installTranslator(&translator);
// Apply the initial translation based on user preference
StreamingPreferences prefs;
prefs.retranslate();
// After the QGuiApplication is created, the platform stuff will be initialized
// and we can set the SDL video driver to match Qt.
@@ -499,6 +503,11 @@ int main(int argc, char *argv[])
app.setWindowIcon(QIcon(":/res/moonlight.svg"));
#endif
// This is necessary to show our icon correctly on Wayland
app.setDesktopFileName("com.moonlight_stream.Moonlight.desktop");
qputenv("SDL_VIDEO_WAYLAND_WMCLASS", "com.moonlight_stream.Moonlight");
qputenv("SDL_VIDEO_X11_WMCLASS", "com.moonlight_stream.Moonlight");
// Register our C++ types for QML
qmlRegisterType<ComputerModel>("ComputerModel", 1, 0, "ComputerModel");
qmlRegisterType<AppModel>("AppModel", 1, 0, "AppModel");
@@ -525,8 +534,8 @@ int main(int argc, char *argv[])
});
qmlRegisterSingletonType<StreamingPreferences>("StreamingPreferences", 1, 0,
"StreamingPreferences",
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new StreamingPreferences();
[](QQmlEngine* qmlEngine, QJSEngine*) -> QObject* {
return new StreamingPreferences(qmlEngine);
});
// Create the identity manager on the main thread
+146
View File
@@ -0,0 +1,146 @@
// This file contains hooks for several functions that allow
// Qt and SDL to more or less share DRM master ownership.
//
// This technique requires Linux v5.8 or later, or for Moonlight
// to run as root (with CAP_SYS_ADMIN). Prior to Linux v5.8,
// DRM_IOCTL_DROP_MASTER required CAP_SYS_ADMIN, which prevents
// our trick from working (without root, that is).
//
// The specific kernel change required to run without root is:
// https://git.kernel.org/pub/scm/linux/kernel/git/torvalds/linux.git/commit/?id=45bc3d26c95a8fc63a7d8668ca9e57ef0883351c
#define _GNU_SOURCE
#include <SDL.h>
#include <dlfcn.h>
#include <unistd.h>
#include <errno.h>
#include <sys/stat.h>
#include <xf86drm.h>
#include <xf86drmMode.h>
// We require SDL 2.0.15+ to hook because it supports sharing
// the DRM FD with our code. This avoids having multiple DRM FDs
// in flight at the same time which would significantly complicate
// the logic here because we'd need to figure out exactly which FD
// should be the master at any given time. With the position of our
// hooks, that is definitely not trivial.
#if SDL_VERSION_ATLEAST(2, 0, 15)
// Qt's DRM master FD grabbed by our hook
int g_QtDrmMasterFd = -1;
struct stat64 g_DrmMasterStat;
// The DRM master FD created for SDL
int g_SdlDrmMasterFd = -1;
// This hook will handle legacy DRM rendering
int drmModeSetCrtc(int fd, uint32_t crtcId, uint32_t bufferId,
uint32_t x, uint32_t y, uint32_t *connectors, int count,
drmModeModeInfoPtr mode)
{
// Grab the first DRM FD that makes it in here. This will be the Qt
// EGLFS backend's DRM FD, which we will need later.
if (g_QtDrmMasterFd == -1) {
g_QtDrmMasterFd = fd;
fstat64(g_QtDrmMasterFd, &g_DrmMasterStat);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Captured Qt EGLFS DRM master fd (legacy): %d",
g_QtDrmMasterFd);
}
// Call into the real thing
return ((typeof(drmModeSetCrtc)*)dlsym(RTLD_NEXT, "drmModeSetCrtc"))(fd, crtcId, bufferId, x, y, connectors, count, mode);
}
// This hook will handle atomic DRM rendering
int drmModeAtomicCommit(int fd, drmModeAtomicReqPtr req,
uint32_t flags, void *user_data)
{
// Grab the first DRM FD that makes it in here. This will be the Qt
// EGLFS backend's DRM FD, which we will need later.
if (g_QtDrmMasterFd == -1) {
g_QtDrmMasterFd = fd;
fstat64(g_QtDrmMasterFd, &g_DrmMasterStat);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Captured Qt EGLFS DRM master fd (atomic): %d",
g_QtDrmMasterFd);
}
// Call into the real thing
return ((typeof(drmModeAtomicCommit)*)dlsym(RTLD_NEXT, "drmModeAtomicCommit"))(fd, req, flags, user_data);
}
// This hook will handle SDL's open() on the DRM device. We just need to
// hook this variant of open(), since that's what SDL uses. When we see
// the open a FD for the same card as the Qt DRM master FD, we'll drop
// master on the Qt FD to allow the new FD to have master.
int open(const char *pathname, int flags)
{
// Call the real thing to do the open operation
int fd = ((typeof(open)*)dlsym(RTLD_NEXT, "open"))(pathname, flags);
// If the file was successfully opened and we have a DRM master FD,
// check if the FD we just opened is a DRM device.
if (fd >= 0 && g_QtDrmMasterFd != -1) {
if (strncmp(pathname, "/dev/dri/card", 13) == 0) {
// It's a DRM device, but is it _our_ DRM device?
struct stat64 fdstat;
fstat64(fd, &fdstat);
if (g_DrmMasterStat.st_dev == fdstat.st_dev &&
g_DrmMasterStat.st_ino == fdstat.st_ino) {
// It is our device. Time to do the magic!
// This code assumes SDL only ever opens a single FD
// for a given DRM device.
SDL_assert(g_SdlDrmMasterFd == -1);
// Drop master on Qt's FD so we can pick it up for SDL.
if (drmDropMaster(g_QtDrmMasterFd) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to drop master on Qt DRM FD: %d",
errno);
// Hope for the best
return fd;
}
// We are not allowed to call drmSetMaster() without CAP_SYS_ADMIN,
// but since we just dropped the master, we can become master by
// simply creating a new FD. Let's do it.
close(fd);
fd = ((typeof(open)*)dlsym(RTLD_NEXT, "open"))(pathname, flags);
g_SdlDrmMasterFd = fd;
}
}
}
return fd;
}
// Our close() hook handles restoring DRM master to the Qt FD
// after SDL closes its DRM FD.
int close(int fd)
{
// Call the real thing
int ret = ((typeof(close)*)dlsym(RTLD_NEXT, "close"))(fd);
if (ret == 0) {
// If we just closed the SDL DRM master FD, restore master
// to the Qt DRM FD. This works because the Qt DRM master FD
// was master once before, so we can set it as master again
// using drmSetMaster() without CAP_SYS_ADMIN.
if (g_SdlDrmMasterFd != -1 && fd == g_SdlDrmMasterFd) {
if (drmSetMaster(g_QtDrmMasterFd) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to restore master to Qt DRM FD: %d",
errno);
}
g_SdlDrmMasterFd = -1;
}
}
return ret;
}
#endif
+14 -2
View File
@@ -17,14 +17,26 @@
<file>res/baseline-error_outline-24px.svg</file>
<file>res/baseline-check_circle_outline-24px.svg</file>
<file>res/Discord-Logo-White.svg</file>
<file>languages/qml_de.ts</file>
<file>languages/qml_de.qm</file>
<file>languages/qml_fr.ts</file>
<file>languages/qml_fr.qm</file>
<file>languages/qml_zh_cn.ts</file>
<file>languages/qml_zh_cn.qm</file>
<file>languages/qml_nb_NO.ts</file>
<file>languages/qml_nb_NO.qm</file>
<file>languages/qml_ru.ts</file>
<file>languages/qml_ru.qm</file>
<file>languages/qml_es.ts</file>
<file>languages/qml_es.qm</file>
</qresource>
<qresource prefix="/data">
<file alias="gamecontrollerdb.txt">SDL_GameControllerDB/gamecontrollerdb.txt</file>
<file alias="ModeSeven.ttf">ModeSeven.ttf</file>
<file alias="egl.frag">shaders/egl.frag</file>
<file alias="egl.vert">shaders/egl.vert</file>
<file alias="egl_nv12.frag">shaders/egl_nv12.frag</file>
<file alias="egl_nv12.vert">shaders/egl_nv12.vert</file>
<file alias="egl_opaque.frag">shaders/egl_opaque.frag</file>
<file alias="egl_opaque.vert">shaders/egl_opaque.vert</file>
<file alias="egl_overlay.frag">shaders/egl_overlay.frag</file>
<file alias="egl_overlay.vert">shaders/egl_overlay.vert</file>
</qresource>
+2 -2
View File
@@ -13,8 +13,8 @@ MappingFetcher::MappingFetcher(QObject *parent) :
// Allow HTTP redirects
m_Nam.setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
connect(&m_Nam, SIGNAL(finished(QNetworkReply*)),
this, SLOT(handleMappingListFetched(QNetworkReply*)));
connect(&m_Nam, &QNetworkAccessManager::finished,
this, &MappingFetcher::handleMappingListFetched);
}
void MappingFetcher::start()
+1 -1
View File
@@ -41,7 +41,7 @@ MappingManager::MappingManager()
#else
.split('\n', QString::SkipEmptyParts);
#endif
for (QString sdlMapping : sdlMappings) {
for (const QString& sdlMapping : sdlMappings) {
SdlGamepadMapping mapping(sdlMapping);
addMapping(mapping);
}
+97 -3
View File
@@ -1,6 +1,11 @@
#include "streamingpreferences.h"
#include <QSettings>
#include <QTranslator>
#include <QCoreApplication>
#include <QLocale>
#include <QtDebug>
#define SER_STREAMSETTINGS "streamsettings"
#define SER_WIDTH "width"
@@ -36,11 +41,20 @@
#define SER_REVERSESCROLL "reversescroll"
#define SER_SWAPFACEBUTTONS "swapfacebuttons"
#define SER_CAPTURESYSKEYS "capturesyskeys"
#define SER_LANGUAGE "language"
#define CURRENT_DEFAULT_VER 1
StreamingPreferences::StreamingPreferences(QObject *parent)
: QObject(parent)
: QObject(parent),
m_QmlEngine(nullptr)
{
reload();
}
StreamingPreferences::StreamingPreferences(QQmlEngine *qmlEngine, QObject *parent)
: QObject(parent),
m_QmlEngine(qmlEngine)
{
reload();
}
@@ -81,7 +95,8 @@ void StreamingPreferences::reload()
backgroundGamepad = settings.value(SER_BACKGROUNDGAMEPAD, false).toBool();
reverseScrollDirection = settings.value(SER_REVERSESCROLL, false).toBool();
swapFaceButtons = settings.value(SER_SWAPFACEBUTTONS, false).toBool();
captureSysKeys = settings.value(SER_CAPTURESYSKEYS, false).toBool();
captureSysKeysMode = static_cast<CaptureSysKeysMode>(settings.value(SER_CAPTURESYSKEYS,
static_cast<int>(CaptureSysKeysMode::CSK_OFF)).toInt());
audioConfig = static_cast<AudioConfig>(settings.value(SER_AUDIOCFG,
static_cast<int>(AudioConfig::AC_STEREO)).toInt());
videoCodecConfig = static_cast<VideoCodecConfig>(settings.value(SER_VIDEOCFG,
@@ -95,6 +110,8 @@ void StreamingPreferences::reload()
uiDisplayMode = static_cast<UIDisplayMode>(settings.value(SER_UIDISPLAYMODE,
static_cast<int>(settings.value(SER_STARTWINDOWED, true).toBool() ? UIDisplayMode::UI_WINDOWED
: UIDisplayMode::UI_MAXIMIZED)).toInt());
language = static_cast<Language>(settings.value(SER_LANGUAGE,
static_cast<int>(Language::LANG_AUTO)).toInt());
// Perform default settings updates as required based on last default version
@@ -108,6 +125,82 @@ void StreamingPreferences::reload()
}
}
bool StreamingPreferences::retranslate()
{
static QTranslator* translator = nullptr;
#if QT_VERSION < QT_VERSION_CHECK(5, 10, 0)
if (m_QmlEngine != nullptr) {
// Dynamic retranslation is not supported until Qt 5.10
return false;
}
#endif
QTranslator* newTranslator = new QTranslator();
QString languageSuffix = getSuffixFromLanguage(language);
// Remove the old translator, even if we can't load a new one.
// Otherwise we'll be stuck with the old translated values instead
// of defaulting to English.
if (translator != nullptr) {
QCoreApplication::removeTranslator(translator);
delete translator;
translator = nullptr;
}
if (newTranslator->load(QString(":/languages/qml_") + languageSuffix)) {
qInfo() << "Successfully loaded translation for " << languageSuffix;
translator = newTranslator;
QCoreApplication::installTranslator(translator);
}
else {
qInfo() << "No translation available for " << languageSuffix;
delete newTranslator;
}
if (m_QmlEngine != nullptr) {
#if QT_VERSION >= QT_VERSION_CHECK(5, 10, 0)
// This is a dynamic retranslation from the settings page.
// We have to kick the QML engine into reloading our text.
m_QmlEngine->retranslate();
#else
// Unreachable below Qt 5.10 due to the check above
Q_ASSERT(false);
#endif
}
else {
// This is a translation from a non-QML context, which means
// it is probably app startup. There's nothing to refresh.
}
return true;
}
QString StreamingPreferences::getSuffixFromLanguage(StreamingPreferences::Language lang)
{
switch (lang)
{
case LANG_DE:
return "de";
case LANG_EN:
return "en";
case LANG_FR:
return "fr";
case LANG_ZH_CN:
return "zh_cn";
case LANG_NB_NO:
return "nb_NO";
case LANG_RU:
return "ru";
case LANG_ES:
return "es";
case LANG_AUTO:
default:
return QLocale::system().name();
}
}
void StreamingPreferences::save()
{
QSettings settings;
@@ -136,13 +229,14 @@ void StreamingPreferences::save()
settings.setValue(SER_VIDEODEC, static_cast<int>(videoDecoderSelection));
settings.setValue(SER_WINDOWMODE, static_cast<int>(windowMode));
settings.setValue(SER_UIDISPLAYMODE, static_cast<int>(uiDisplayMode));
settings.setValue(SER_LANGUAGE, static_cast<int>(language));
settings.setValue(SER_DEFAULTVER, CURRENT_DEFAULT_VER);
settings.setValue(SER_SWAPMOUSEBUTTONS, swapMouseButtons);
settings.setValue(SER_MUTEONFOCUSLOSS, muteOnFocusLoss);
settings.setValue(SER_BACKGROUNDGAMEPAD, backgroundGamepad);
settings.setValue(SER_REVERSESCROLL, reverseScrollDirection);
settings.setValue(SER_SWAPFACEBUTTONS, swapFaceButtons);
settings.setValue(SER_CAPTURESYSKEYS, captureSysKeys);
settings.setValue(SER_CAPTURESYSKEYS, captureSysKeysMode);
}
int StreamingPreferences::getDefaultBitrate(int width, int height, int fps)
+39 -3
View File
@@ -2,6 +2,7 @@
#include <QObject>
#include <QRect>
#include <QQmlEngine>
class StreamingPreferences : public QObject
{
@@ -9,6 +10,7 @@ class StreamingPreferences : public QObject
public:
StreamingPreferences(QObject *parent = nullptr);
StreamingPreferences(QQmlEngine *qmlEngine, QObject *parent = nullptr);
Q_INVOKABLE static int
getDefaultBitrate(int width, int height, int fps);
@@ -58,6 +60,30 @@ public:
};
Q_ENUM(UIDisplayMode)
// New entries must go at the end of the enum
// to avoid renumbering existing entries (which
// would affect existing user preferences).
enum Language
{
LANG_AUTO,
LANG_EN,
LANG_FR,
LANG_ZH_CN,
LANG_DE,
LANG_NB_NO,
LANG_RU,
LANG_ES
};
Q_ENUM(Language);
enum CaptureSysKeysMode
{
CSK_OFF,
CSK_FULLSCREEN,
CSK_ALWAYS,
};
Q_ENUM(CaptureSysKeysMode);
Q_PROPERTY(int width MEMBER width NOTIFY displayModeChanged)
Q_PROPERTY(int height MEMBER height NOTIFY displayModeChanged)
Q_PROPERTY(int fps MEMBER fps NOTIFY displayModeChanged)
@@ -87,7 +113,10 @@ public:
Q_PROPERTY(bool backgroundGamepad MEMBER backgroundGamepad NOTIFY backgroundGamepadChanged)
Q_PROPERTY(bool reverseScrollDirection MEMBER reverseScrollDirection NOTIFY reverseScrollDirectionChanged)
Q_PROPERTY(bool swapFaceButtons MEMBER swapFaceButtons NOTIFY swapFaceButtonsChanged)
Q_PROPERTY(bool captureSysKeys MEMBER captureSysKeys NOTIFY captureSysKeysChanged)
Q_PROPERTY(CaptureSysKeysMode captureSysKeysMode MEMBER captureSysKeysMode NOTIFY captureSysKeysModeChanged)
Q_PROPERTY(Language language MEMBER language NOTIFY languageChanged);
Q_INVOKABLE bool retranslate();
// Directly accessible members for preferences
int width;
@@ -113,7 +142,6 @@ public:
bool backgroundGamepad;
bool reverseScrollDirection;
bool swapFaceButtons;
bool captureSysKeys;
int packetSize;
AudioConfig audioConfig;
VideoCodecConfig videoCodecConfig;
@@ -121,6 +149,8 @@ public:
WindowMode windowMode;
WindowMode recommendedFullScreenMode;
UIDisplayMode uiDisplayMode;
Language language;
CaptureSysKeysMode captureSysKeysMode;
signals:
void displayModeChanged();
@@ -149,6 +179,12 @@ signals:
void backgroundGamepadChanged();
void reverseScrollDirectionChanged();
void swapFaceButtonsChanged();
void captureSysKeysChanged();
void captureSysKeysModeChanged();
void languageChanged();
private:
QString getSuffixFromLanguage(Language lang);
QQmlEngine* m_QmlEngine;
};
+12
View File
@@ -0,0 +1,12 @@
#version 300 es
#extension GL_OES_EGL_image_external : require
precision mediump float;
out vec4 FragColor;
in vec2 vTextCoord;
uniform samplerExternalOES uTexture;
void main() {
FragColor = texture2D(uTexture, vTextCoord);
}
+10
View File
@@ -0,0 +1,10 @@
#version 300 es
layout (location = 0) in vec2 aPosition; // 2D: X,Y
layout (location = 1) in vec2 aTexCoord;
out vec2 vTextCoord;
void main() {
vTextCoord = aTexCoord;
gl_Position = vec4(aPosition, 0, 1);
}
-96
View File
@@ -1,96 +0,0 @@
#include "qtaud.h"
#include <QDebug>
QtAudioRenderer::QtAudioRenderer()
: m_AudioOutput(nullptr),
m_OutputDevice(nullptr)
{
}
QtAudioRenderer::~QtAudioRenderer()
{
delete m_AudioOutput;
}
bool QtAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
{
QAudioFormat format;
// testAudio() assumes this sample rate
Q_ASSERT(opusConfig->sampleRate == 48000);
format.setSampleRate(opusConfig->sampleRate);
format.setChannelCount(opusConfig->channelCount);
format.setSampleSize(16);
format.setSampleType(QAudioFormat::SignedInt);
format.setCodec("audio/pcm");
m_AudioOutput = new QAudioOutput(format);
// Buffer 40 ms of audio data
m_AudioOutput->setBufferSize(format.bytesForDuration(40000));
m_OutputDevice = m_AudioOutput->start();
if (m_OutputDevice == nullptr) {
qWarning() << "Audio start failed:" << m_AudioOutput->error();
return false;
}
// Check what buffer size was really used after starting
qInfo() << "Audio stream buffer:" << m_AudioOutput->bufferSize() << "bytes";
return true;
}
void QtAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
{
m_OutputDevice->write((const char *)audioBuffer, audioSize);
}
bool QtAudioRenderer::testAudio(int audioConfiguration)
{
QAudioFormat format;
format.setSampleRate(48000);
format.setSampleSize(16);
format.setSampleType(QAudioFormat::SignedInt);
format.setCodec("audio/pcm");
switch (audioConfiguration) {
case AUDIO_CONFIGURATION_STEREO:
format.setChannelCount(2);
break;
case AUDIO_CONFIGURATION_51_SURROUND:
format.setChannelCount(6);
break;
default:
Q_ASSERT(false);
return false;
}
if (QAudioDeviceInfo::defaultOutputDevice().isFormatSupported(format)) {
qInfo() << "Audio test successful with" << format.channelCount() << "channels";
return true;
}
else {
qWarning() << "Audio test failed with" << format.channelCount() << "channels";
return false;
}
}
int QtAudioRenderer::detectAudioConfiguration()
{
int preferredChannelCount = QAudioDeviceInfo::defaultOutputDevice().preferredFormat().channelCount();
qInfo() << "Audio output device prefers" << preferredChannelCount << "channel configuration";
// We can better downmix 5.1 to quad than we can upmix stereo
if (preferredChannelCount > 2) {
return AUDIO_CONFIGURATION_51_SURROUND;
}
else {
return AUDIO_CONFIGURATION_STEREO;
}
}
-24
View File
@@ -1,24 +0,0 @@
#pragma once
#include "renderer.h"
#include <QAudioOutput>
class QtAudioRenderer : public IAudioRenderer
{
public:
QtAudioRenderer();
virtual ~QtAudioRenderer();
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
virtual void submitAudio(short* audioBuffer, int audioSize);
virtual bool testAudio(int audioConfiguration);
virtual int detectAudioConfiguration();
private:
QAudioOutput* m_AudioOutput;
QIODevice* m_OutputDevice;
};
+190
View File
@@ -0,0 +1,190 @@
#include "input.h"
#include <QString>
int SdlInputHandler::clipboardThreadProc(void *ptr)
{
auto me = (SdlInputHandler*)ptr;
while (!SDL_AtomicGet(&me->m_ShutdownClipboardThread)) {
QString clipboardData;
SDL_LockMutex(me->m_ClipboardLock);
for (;;) {
clipboardData = me->m_ClipboardData;
me->m_ClipboardData.clear();
if (!clipboardData.isEmpty() || SDL_AtomicGet(&me->m_ShutdownClipboardThread)) {
break;
}
SDL_CondWait(me->m_ClipboardHasData, me->m_ClipboardLock);
}
SDL_UnlockMutex(me->m_ClipboardLock);
// We might get here on shutdown, so don't send text if there's
// nothing to send.
if (!clipboardData.isEmpty()) {
me->sendText(clipboardData);
}
}
return 0;
}
#define MAP_KEY(c, sc) \
case c: \
event.key.keysym.scancode = sc; \
break
#define MAP_KEY_SHIFT(c, sc) \
case c: \
event.key.keysym.scancode = sc; \
event.key.keysym.mod = KMOD_SHIFT; \
break
void SdlInputHandler::sendText(QString& string)
{
for (int i = 0; i < string.size(); i++) {
char16_t c = string[i].unicode();
SDL_Event event = {};
// If we're sending a very long string, we might get a termination request
// while we're in the middle of sending a string. In that case, just bail.
if (SDL_AtomicGet(&m_ShutdownClipboardThread)) {
return;
}
if (c >= 'A' && c <= 'Z') {
event.key.keysym.scancode = (SDL_Scancode)((c - 'A') + SDL_SCANCODE_A);
event.key.keysym.mod = KMOD_SHIFT;
}
else if (c >= 'a' && c <= 'z') {
event.key.keysym.scancode = (SDL_Scancode)((c - 'a') + SDL_SCANCODE_A);
}
else if (c >= '1' && c <= '9') {
event.key.keysym.scancode = (SDL_Scancode)((c - '1') + SDL_SCANCODE_1);
}
else {
// Fixup some Unicode characters to be expressible in ASCII
switch (c) {
case u'\U0000201C': // Left "
case u'\U0000201D': // Right "
c = '"';
break;
case u'\U00002018': // Left '
case u'\U00002019': // Right '
c = '\'';
break;
case u'\U00002013': // Smart -
c = '-';
break;
case u'\U00002026': // Ellipsis (...)
// Convert this character into 3 periods
string.insert(i+1, '.');
string.insert(i+1, '.');
c = '.';
break;
case u'\U000000A0': // Non-breaking space
c = ' ';
break;
default:
// Nothing
break;
}
switch (c) {
// Handle CRLF separately to avoid duplicate newlines
case '\r':
if (string[i + 1] == '\n') {
i++;
}
event.key.keysym.scancode = SDL_SCANCODE_RETURN;
break;
MAP_KEY('\b', SDL_SCANCODE_BACKSPACE);
MAP_KEY('\n', SDL_SCANCODE_RETURN);
MAP_KEY('\t', SDL_SCANCODE_TAB);
MAP_KEY(' ', SDL_SCANCODE_SPACE);
MAP_KEY_SHIFT('!', SDL_SCANCODE_1);
MAP_KEY_SHIFT('"', SDL_SCANCODE_APOSTROPHE);
MAP_KEY_SHIFT('#', SDL_SCANCODE_3);
MAP_KEY_SHIFT('$', SDL_SCANCODE_4);
MAP_KEY_SHIFT('%', SDL_SCANCODE_5);
MAP_KEY_SHIFT('&', SDL_SCANCODE_7);
MAP_KEY('\'', SDL_SCANCODE_APOSTROPHE);
MAP_KEY_SHIFT('(', SDL_SCANCODE_9);
MAP_KEY_SHIFT(')', SDL_SCANCODE_0);
MAP_KEY_SHIFT('*', SDL_SCANCODE_8);
MAP_KEY_SHIFT('+', SDL_SCANCODE_EQUALS);
MAP_KEY(',', SDL_SCANCODE_COMMA);
MAP_KEY('-', SDL_SCANCODE_MINUS);
MAP_KEY('.', SDL_SCANCODE_PERIOD);
MAP_KEY('/', SDL_SCANCODE_SLASH);
MAP_KEY('0', SDL_SCANCODE_0);
MAP_KEY_SHIFT(':', SDL_SCANCODE_SEMICOLON);
MAP_KEY(';', SDL_SCANCODE_SEMICOLON);
MAP_KEY_SHIFT('<', SDL_SCANCODE_COMMA);
MAP_KEY('=', SDL_SCANCODE_EQUALS);
MAP_KEY_SHIFT('>', SDL_SCANCODE_PERIOD);
MAP_KEY_SHIFT('?', SDL_SCANCODE_SLASH);
MAP_KEY_SHIFT('@', SDL_SCANCODE_2);
MAP_KEY('[', SDL_SCANCODE_LEFTBRACKET);
MAP_KEY('\\', SDL_SCANCODE_BACKSLASH);
MAP_KEY(']', SDL_SCANCODE_RIGHTBRACKET);
MAP_KEY_SHIFT('^', SDL_SCANCODE_6);
MAP_KEY_SHIFT('_', SDL_SCANCODE_MINUS);
MAP_KEY('`', SDL_SCANCODE_GRAVE);
MAP_KEY_SHIFT('{', SDL_SCANCODE_LEFTBRACKET);
MAP_KEY_SHIFT('|', SDL_SCANCODE_BACKSLASH);
MAP_KEY_SHIFT('}', SDL_SCANCODE_RIGHTBRACKET);
MAP_KEY_SHIFT('~', SDL_SCANCODE_GRAVE);
default:
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Pasting text - non-ASCII character value 'U+%x' ignored",
c);
continue;
}
}
if (event.key.keysym.mod & KMOD_SHIFT) {
SDL_Event modifierEvent = {};
modifierEvent.type = SDL_KEYDOWN;
modifierEvent.key.state = SDL_PRESSED;
modifierEvent.key.keysym.scancode = SDL_SCANCODE_LSHIFT;
handleKeyEvent(&modifierEvent.key);
SDL_Delay(10);
}
event.type = SDL_KEYDOWN;
event.key.state = SDL_PRESSED;
handleKeyEvent(&event.key);
SDL_Delay(10);
event.type = SDL_KEYUP;
event.key.state = SDL_RELEASED;
handleKeyEvent(&event.key);
if (event.key.keysym.mod & KMOD_SHIFT) {
SDL_Event modifierEvent = {};
modifierEvent.type = SDL_KEYUP;
modifierEvent.key.state = SDL_RELEASED;
modifierEvent.key.keysym.scancode = SDL_SCANCODE_LSHIFT;
handleKeyEvent(&modifierEvent.key);
SDL_Delay(10);
}
}
}
+16 -1
View File
@@ -269,7 +269,22 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
// Clear buttons down on this gameapd
// Clear buttons down on this gamepad
LiSendMultiControllerEvent(state->index, m_GamepadMask,
0, 0, 0, 0, 0, 0, 0);
return;
}
// Handle Select+L1+R1+X as a gamepad overlay combo
if (state->buttons == (BACK_FLAG | LB_FLAG | RB_FLAG | X_FLAG)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle gamepad combo");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Clear buttons down on this gamepad
LiSendMultiControllerEvent(state->index, m_GamepadMask,
0, 0, 0, 0, 0, 0, 0);
return;
+190 -199
View File
@@ -7,13 +7,10 @@
#include <QtGlobal>
#include <QDir>
#include <QGuiApplication>
#define MOUSE_POLLING_INTERVAL 5
#ifdef Q_OS_WIN32
HHOOK g_KeyboardHook;
#endif
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int streamWidth, int streamHeight)
: m_MultiController(prefs.multiController),
m_GamepadMouse(prefs.gamepadMouse),
@@ -25,19 +22,25 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
m_MouseWasInVideoRegion(false),
m_PendingMouseButtonsAllUpOnVideoRegionLeave(false),
m_FakeCaptureActive(false),
m_CaptureSystemKeysEnabled(prefs.captureSysKeys || !WMUtils::isRunningWindowManager()),
m_CaptureSystemKeysMode(prefs.captureSysKeysMode),
m_MouseCursorCapturedVisibilityState(SDL_DISABLE),
m_LongPressTimer(0),
m_StreamWidth(streamWidth),
m_StreamHeight(streamHeight),
m_AbsoluteMouseMode(prefs.absoluteMouseMode),
m_AbsoluteTouchMode(prefs.absoluteTouchMode),
m_PendingMouseLeaveButtonUp(0),
m_LeftButtonReleaseTimer(0),
m_RightButtonReleaseTimer(0),
m_DragTimer(0),
m_DragButton(0),
m_NumFingersDown(0)
m_NumFingersDown(0),
m_ClipboardData()
{
// System keys are always captured when running without a DE
if (!WMUtils::isRunningDesktopEnvironment()) {
m_CaptureSystemKeysMode = StreamingPreferences::CSK_ALWAYS;
}
// Allow gamepad input when the app doesn't have focus if requested
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, prefs.backgroundGamepad ? "1" : "0");
@@ -49,10 +52,15 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
prefs.absoluteMouseMode ? "1" : "0",
SDL_HINT_OVERRIDE);
// If we're grabbing system keys, enable the X11 keyboard grab in SDL
#if !SDL_VERSION_ATLEAST(2, 0, 15)
// For older versions of SDL (2.0.14 and earlier), use SDL_HINT_GRAB_KEYBOARD
SDL_SetHintWithPriority(SDL_HINT_GRAB_KEYBOARD,
m_CaptureSystemKeysEnabled ? "1" : "0",
m_CaptureSystemKeysMode != StreamingPreferences::CSK_OFF ? "1" : "0",
SDL_HINT_OVERRIDE);
#endif
// Opt-out of SDL's built-in Alt+Tab handling while keyboard grab is enabled
SDL_SetHint("SDL_ALLOW_ALT_TAB_WHILE_GRABBED", "0");
// Allow clicks to pass through to us when focusing the window. If we're in
// absolute mouse mode, this will avoid the user having to click twice to
@@ -67,6 +75,47 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
SDL_SetHint("SDL_JOYSTICK_HIDAPI_PS4_RUMBLE", "1");
SDL_SetHint("SDL_JOYSTICK_HIDAPI_PS5_RUMBLE", "1");
// Populate special key combo configuration
m_SpecialKeyCombos[KeyComboQuit].keyCombo = KeyComboQuit;
m_SpecialKeyCombos[KeyComboQuit].keyCode = SDLK_q;
m_SpecialKeyCombos[KeyComboQuit].scanCode = SDL_SCANCODE_Q;
m_SpecialKeyCombos[KeyComboQuit].enabled = true;
m_SpecialKeyCombos[KeyComboUngrabInput].keyCombo = KeyComboUngrabInput;
m_SpecialKeyCombos[KeyComboUngrabInput].keyCode = SDLK_z;
m_SpecialKeyCombos[KeyComboUngrabInput].scanCode = SDL_SCANCODE_Z;
m_SpecialKeyCombos[KeyComboUngrabInput].enabled = QGuiApplication::platformName() != "eglfs";
m_SpecialKeyCombos[KeyComboToggleFullScreen].keyCombo = KeyComboToggleFullScreen;
m_SpecialKeyCombos[KeyComboToggleFullScreen].keyCode = SDLK_x;
m_SpecialKeyCombos[KeyComboToggleFullScreen].scanCode = SDL_SCANCODE_X;
m_SpecialKeyCombos[KeyComboToggleFullScreen].enabled = QGuiApplication::platformName() != "eglfs";
m_SpecialKeyCombos[KeyComboToggleStatsOverlay].keyCombo = KeyComboToggleStatsOverlay;
m_SpecialKeyCombos[KeyComboToggleStatsOverlay].keyCode = SDLK_s;
m_SpecialKeyCombos[KeyComboToggleStatsOverlay].scanCode = SDL_SCANCODE_S;
m_SpecialKeyCombos[KeyComboToggleStatsOverlay].enabled = true;
m_SpecialKeyCombos[KeyComboToggleMouseMode].keyCombo = KeyComboToggleMouseMode;
m_SpecialKeyCombos[KeyComboToggleMouseMode].keyCode = SDLK_m;
m_SpecialKeyCombos[KeyComboToggleMouseMode].scanCode = SDL_SCANCODE_M;
m_SpecialKeyCombos[KeyComboToggleMouseMode].enabled = true;
m_SpecialKeyCombos[KeyComboToggleCursorHide].keyCombo = KeyComboToggleCursorHide;
m_SpecialKeyCombos[KeyComboToggleCursorHide].keyCode = SDLK_c;
m_SpecialKeyCombos[KeyComboToggleCursorHide].scanCode = SDL_SCANCODE_C;
m_SpecialKeyCombos[KeyComboToggleCursorHide].enabled = true;
m_SpecialKeyCombos[KeyComboToggleMinimize].keyCombo = KeyComboToggleMinimize;
m_SpecialKeyCombos[KeyComboToggleMinimize].keyCode = SDLK_d;
m_SpecialKeyCombos[KeyComboToggleMinimize].scanCode = SDL_SCANCODE_D;
m_SpecialKeyCombos[KeyComboToggleMinimize].enabled = QGuiApplication::platformName() != "eglfs";
m_SpecialKeyCombos[KeyComboPasteText].keyCombo = KeyComboPasteText;
m_SpecialKeyCombos[KeyComboPasteText].keyCode = SDLK_v;
m_SpecialKeyCombos[KeyComboPasteText].scanCode = SDL_SCANCODE_V;
m_SpecialKeyCombos[KeyComboPasteText].enabled = true;
m_OldIgnoreDevices = SDL_GetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES);
m_OldIgnoreDevicesExcept = SDL_GetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT);
@@ -123,6 +172,10 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
}
#endif
#ifdef Q_OS_DARWIN
CGSGetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), &m_OldHotKeyMode);
#endif
// Initialize the gamepad mask with currently attached gamepads to avoid
// causing gamepads to unexpectedly disappear and reappear on the host
// during stream startup as we detect currently attached gamepads one at a time.
@@ -150,37 +203,16 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
m_MouseMoveTimer = SDL_AddTimer(pollingInterval, SdlInputHandler::mouseMoveTimerCallback, this);
#ifdef Q_OS_WIN32
if (m_CaptureSystemKeysEnabled) {
// If system key capture is enabled, install the window hook required to intercept
// these key presses and block them from the OS itself.
g_KeyboardHook = SetWindowsHookEx(WH_KEYBOARD_LL, SdlInputHandler::keyboardHookProc, GetModuleHandle(NULL), 0);
}
#endif
// Initialize state used by the clipboard thread before we start it
SDL_AtomicSet(&m_ShutdownClipboardThread, 0);
m_ClipboardHasData = SDL_CreateCond();
m_ClipboardLock = SDL_CreateMutex();
m_ClipboardThread = SDL_CreateThread(SdlInputHandler::clipboardThreadProc, "Clipboard Sender", this);
}
SdlInputHandler::~SdlInputHandler()
{
#ifdef Q_OS_WIN32
if (g_KeyboardHook != nullptr) {
UnhookWindowsHookEx(g_KeyboardHook);
g_KeyboardHook = nullptr;
// If we're terminating because of the user pressing the quit combo,
// we won't have a chance to inform SDL as the modifier keys raise.
// This will leave stale modifier flags in the SDL_Keyboard global
// inside SDL which will show up on our next key event if the user
// streams again. Avoid this by explicitly zeroing mod state when
// ending the stream.
//
// This is only needed for the case where we're hooking the keyboard
// because we're generating synthetic SDL_KEYDOWN/SDL_KEYUP events
// which don't properly maintain SDL's internal keyboard state,
// so we're forced to invoke SDL_SetModState() ourselves to set mods.
SDL_SetModState(KMOD_NONE);
}
#endif
for (int i = 0; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].mouseEmulationTimer != 0) {
Session::get()->notifyMouseEmulationMode(false);
@@ -202,6 +234,21 @@ SdlInputHandler::~SdlInputHandler()
SDL_RemoveTimer(m_RightButtonReleaseTimer);
SDL_RemoveTimer(m_DragTimer);
// Wake up the clipboard thread to terminate it
SDL_AtomicSet(&m_ShutdownClipboardThread, 1);
SDL_CondBroadcast(m_ClipboardHasData);
// Wait for it to terminate
SDL_WaitThread(m_ClipboardThread, nullptr);
// Now we can safely clean up its resources
SDL_DestroyCond(m_ClipboardHasData);
SDL_DestroyMutex(m_ClipboardLock);
#ifdef Q_OS_DARWIN
CGSSetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), m_OldHotKeyMode);
#endif
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_QuitSubSystem(SDL_INIT_HAPTIC);
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
@@ -234,157 +281,6 @@ void SdlInputHandler::setWindow(SDL_Window *window)
m_Window = window;
}
#ifdef Q_OS_WIN32
LRESULT CALLBACK SdlInputHandler::keyboardHookProc(int nCode, WPARAM wParam, LPARAM lParam)
{
if (nCode < 0 || nCode != HC_ACTION) {
return CallNextHookEx(g_KeyboardHook, nCode, wParam, lParam);
}
bool keyCaptureActive;
SDL_Event event = {};
KBDLLHOOKSTRUCT* hookData = (KBDLLHOOKSTRUCT*)lParam;
switch (hookData->vkCode) {
case VK_LWIN:
event.key.keysym.sym = SDLK_LGUI;
event.key.keysym.scancode = SDL_SCANCODE_LGUI;
break;
case VK_RWIN:
event.key.keysym.sym = SDLK_RGUI;
event.key.keysym.scancode = SDL_SCANCODE_RGUI;
break;
case VK_LMENU:
event.key.keysym.sym = SDLK_LALT;
event.key.keysym.scancode = SDL_SCANCODE_LALT;
break;
case VK_RMENU:
event.key.keysym.sym = SDLK_RALT;
event.key.keysym.scancode = SDL_SCANCODE_RALT;
break;
case VK_LCONTROL:
event.key.keysym.sym = SDLK_LCTRL;
event.key.keysym.scancode = SDL_SCANCODE_LCTRL;
break;
case VK_RCONTROL:
event.key.keysym.sym = SDLK_RCTRL;
event.key.keysym.scancode = SDL_SCANCODE_RCTRL;
break;
default:
// Bail quickly if it's not a key we care about
goto NextHook;
}
// Make sure we're in a state where we actually want to steal this event (and it is safe to do so)
Session* session = Session::get();
if (session == nullptr || session->m_InputHandler == nullptr) {
goto NextHook;
}
keyCaptureActive = session->m_InputHandler->isSystemKeyCaptureActive();
// If this is a key we're going to intercept, create the synthetic SDL event.
// This is necessary because we are also hiding this key event from ourselves too.
if (wParam == WM_KEYDOWN || wParam == WM_SYSKEYDOWN) {
event.type = SDL_KEYDOWN;
event.key.state = SDL_PRESSED;
}
else {
event.type = SDL_KEYUP;
event.key.state = SDL_RELEASED;
}
// Drop the event if it's a key down and capture is not active.
// For key up, we'll need to do a little more work to determine if we need to send this
// event to SDL in order to keep its internal keyboard modifier state consistent.
if (event.type == SDL_KEYDOWN && !keyCaptureActive) {
goto NextHook;
}
event.key.keysym.mod = SDL_GetModState();
switch (hookData->vkCode) {
case VK_LWIN:
if (event.key.state == SDL_PRESSED) {
event.key.keysym.mod |= KMOD_LGUI;
}
else {
event.key.keysym.mod &= ~KMOD_LGUI;
}
break;
case VK_RWIN:
if (event.key.state == SDL_PRESSED) {
event.key.keysym.mod |= KMOD_RGUI;
}
else {
event.key.keysym.mod &= ~KMOD_RGUI;
}
break;
case VK_LMENU:
if (event.key.state == SDL_PRESSED) {
event.key.keysym.mod |= KMOD_LALT;
}
else {
event.key.keysym.mod &= ~KMOD_LALT;
}
break;
case VK_RMENU:
if (event.key.state == SDL_PRESSED) {
event.key.keysym.mod |= KMOD_RALT;
}
else {
event.key.keysym.mod &= ~KMOD_RALT;
}
break;
case VK_LCONTROL:
if (event.key.state == SDL_PRESSED) {
event.key.keysym.mod |= KMOD_LCTRL;
}
else {
event.key.keysym.mod &= ~KMOD_LCTRL;
}
break;
case VK_RCONTROL:
if (event.key.state == SDL_PRESSED) {
event.key.keysym.mod |= KMOD_RCTRL;
}
else {
event.key.keysym.mod &= ~KMOD_RCTRL;
}
break;
}
// If the modifier state is unchanged and we're not capturing system keys,
// drop the event. If the modifier state is changed, we need to send the
// event to update SDL's state even if system key capture is now inactive
// (due to focus loss, mouse capture toggled off, etc.) otherwise SDL won't
// know that the modifier key has been lifted.
if (event.key.keysym.mod == SDL_GetModState() && !keyCaptureActive) {
goto NextHook;
}
event.key.timestamp = SDL_GetTicks();
event.key.windowID = SDL_GetWindowID(session->m_Window);
// NOTE: event.key.repeat is not populated in this path!
SDL_PushEvent(&event);
// Synchronize SDL's modifier state with the current state.
// SDL won't do this on its own because it will never see the
// WM_KEYUP/WM_KEYDOWN events.
SDL_SetModState((SDL_Keymod)event.key.keysym.mod);
// Eat the event only if key capture is active.
// If capture is not active and we're just resyncing SDL's modifier state,
// we need to ensure the key event is still delivered normally to the
// window in focus.
if (keyCaptureActive) {
return 1;
}
NextHook:
return CallNextHookEx(g_KeyboardHook, nCode, wParam, lParam);
}
#endif
void SdlInputHandler::raiseAllKeys()
{
if (m_KeysDown.isEmpty()) {
@@ -404,20 +300,22 @@ void SdlInputHandler::raiseAllKeys()
void SdlInputHandler::notifyMouseLeave()
{
#ifdef Q_OS_WIN32
// SDL on Windows doesn't send the mouse button up until the mouse re-enters the window
// after leaving it. This breaks some of the Aero snap gestures, so we'll fake it here.
// after leaving it. This breaks some of the Aero snap gestures, so we'll capture it to
// allow us to receive the mouse button up events later.
//
// On macOS and X11, capturing the mouse allows us to receive mouse motion outside the
// window (button up already worked without capture).
if (m_AbsoluteMouseMode && isCaptureActive()) {
// NB: Not using SDL_GetGlobalMouseState() because we want our state not the system's
Uint32 mouseState = SDL_GetMouseState(nullptr, nullptr);
for (Uint32 button = SDL_BUTTON_LEFT; button <= SDL_BUTTON_X2; button++) {
if (mouseState & SDL_BUTTON(button)) {
m_PendingMouseLeaveButtonUp = button;
SDL_CaptureMouse(SDL_TRUE);
break;
}
}
}
#endif
}
void SdlInputHandler::notifyFocusLost()
@@ -430,11 +328,27 @@ void SdlInputHandler::notifyFocusLost()
setCaptureActive(false);
}
#ifdef Q_OS_DARWIN
// Ungrab the keyboard
updateKeyboardGrabState();
#endif
// Raise all keys that are currently pressed. If we don't do this, certain keys
// used in shortcuts that cause focus loss (such as Alt+Tab) may get stuck down.
raiseAllKeys();
}
void SdlInputHandler::notifyFocusGained()
{
#ifdef Q_OS_DARWIN
// Re-grab the keyboard if it was grabbed before focus loss
// FIXME: We only do this on macOS because we get a spurious
// focus gain when in SDL_WINDOW_FULLSCREEN_DESKTOP on Windows
// immediately after losing focus by clicking on another window.
updateKeyboardGrabState();
#endif
}
bool SdlInputHandler::isCaptureActive()
{
if (SDL_GetRelativeMouseMode()) {
@@ -445,9 +359,62 @@ bool SdlInputHandler::isCaptureActive()
return m_FakeCaptureActive;
}
void SdlInputHandler::updateKeyboardGrabState()
{
if (m_CaptureSystemKeysMode == StreamingPreferences::CSK_OFF) {
return;
}
bool shouldGrab = isCaptureActive();
Uint32 windowFlags = SDL_GetWindowFlags(m_Window);
if (m_CaptureSystemKeysMode == StreamingPreferences::CSK_FULLSCREEN &&
!(windowFlags & SDL_WINDOW_FULLSCREEN)) {
// Ungrab if it's fullscreen only and we left fullscreen
shouldGrab = false;
}
else if (!(windowFlags & SDL_WINDOW_INPUT_FOCUS)) {
// Ungrab if we lose input focus (SDL will do this internally, but
// not for macOS where SDL is not handling the grab logic).
shouldGrab = false;
}
// Don't close the window on Alt+F4 when keyboard grab is enabled
SDL_SetHint(SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4, shouldGrab ? "1" : "0");
if (shouldGrab) {
#if SDL_VERSION_ATLEAST(2, 0, 15)
// On SDL 2.0.15, we can get keyboard-only grab on Win32, X11, and Wayland.
// This does nothing on macOS but it sets the SDL_WINDOW_KEYBOARD_GRABBED flag
// that we look for to see if keyboard capture is enabled. We'll handle macOS
// ourselves below using the private CGSSetGlobalHotKeyOperatingMode() API.
SDL_SetWindowKeyboardGrab(m_Window, SDL_TRUE);
#else
// If we're in full-screen desktop mode and SDL doesn't have keyboard grab yet,
// grab the cursor (will grab the keyboard too on X11).
if (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN) {
SDL_SetWindowGrab(m_Window, SDL_TRUE);
}
#endif
#ifdef Q_OS_DARWIN
// SDL doesn't support this private macOS API
CGSSetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), CGSGlobalHotKeyDisable);
#endif
}
else {
#if SDL_VERSION_ATLEAST(2, 0, 15)
// Allow the keyboard to leave the window
SDL_SetWindowKeyboardGrab(m_Window, SDL_FALSE);
#endif
#ifdef Q_OS_DARWIN
// SDL doesn't support this private macOS API
CGSSetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), m_OldHotKeyMode);
#endif
}
}
bool SdlInputHandler::isSystemKeyCaptureActive()
{
if (!m_CaptureSystemKeysEnabled) {
if (m_CaptureSystemKeysMode == StreamingPreferences::CSK_OFF) {
return false;
}
@@ -456,19 +423,35 @@ bool SdlInputHandler::isSystemKeyCaptureActive()
}
Uint32 windowFlags = SDL_GetWindowFlags(m_Window);
return (windowFlags & SDL_WINDOW_INPUT_FOCUS) &&
(windowFlags & SDL_WINDOW_INPUT_GRABBED) &&
(windowFlags & SDL_WINDOW_FULLSCREEN_DESKTOP);
if (!(windowFlags & SDL_WINDOW_INPUT_FOCUS)
#if SDL_VERSION_ATLEAST(2, 0, 15)
|| !(windowFlags & SDL_WINDOW_KEYBOARD_GRABBED)
#else
|| !(windowFlags & SDL_WINDOW_INPUT_GRABBED)
#endif
)
{
return false;
}
if (m_CaptureSystemKeysMode == StreamingPreferences::CSK_FULLSCREEN &&
!(windowFlags & SDL_WINDOW_FULLSCREEN)) {
return false;
}
return true;
}
void SdlInputHandler::setCaptureActive(bool active)
{
if (active) {
// If we're in full-screen exclusive mode, grab the cursor so it can't accidentally leave our window.
// If we're in full-screen desktop mode but system key capture is enabled, also grab the cursor (will grab the keyboard too on X11).
if (((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0 && m_CaptureSystemKeysEnabled) ||
(SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
#if SDL_VERSION_ATLEAST(2, 0, 15)
SDL_SetWindowMouseGrab(m_Window, SDL_TRUE);
#else
SDL_SetWindowGrab(m_Window, SDL_TRUE);
#endif
}
if (!m_AbsoluteMouseMode) {
@@ -482,7 +465,7 @@ void SdlInputHandler::setCaptureActive(bool active)
// If we're in relative mode, try to activate SDL's relative mouse mode
if (m_AbsoluteMouseMode || SDL_SetRelativeMouseMode(SDL_TRUE) < 0) {
// Relative mouse mode didn't work or was disabled, so we'll just hide the cursor
SDL_ShowCursor(SDL_DISABLE);
SDL_ShowCursor(m_MouseCursorCapturedVisibilityState);
m_FakeCaptureActive = true;
}
@@ -515,9 +498,17 @@ void SdlInputHandler::setCaptureActive(bool active)
SDL_SetRelativeMouseMode(SDL_FALSE);
}
#if SDL_VERSION_ATLEAST(2, 0, 15)
// Allow the cursor to leave the bounds of our window again.
SDL_SetWindowMouseGrab(m_Window, SDL_FALSE);
#else
// Allow the cursor to leave the bounds of our window again.
SDL_SetWindowGrab(m_Window, SDL_FALSE);
#endif
}
// Now update the keyboard grab
updateKeyboardGrabState();
}
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
+60 -10
View File
@@ -5,13 +5,9 @@
#include <SDL.h>
#ifdef Q_OS_WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#endif
#define SDL_CODE_HIDE_CURSOR 1
#define SDL_CODE_SHOW_CURSOR 2
#define SDL_CODE_UNCAPTURE_MOUSE 3
struct GamepadState {
SDL_GameController* controller;
@@ -33,6 +29,25 @@ struct GamepadState {
unsigned char lt, rt;
};
#ifdef Q_OS_DARWIN
#include <CoreGraphics/CGError.h>
extern "C" {
typedef int CGSConnection;
typedef enum {
CGSGlobalHotKeyEnable = 0,
CGSGlobalHotKeyDisable = 1,
} CGSGlobalHotKeyOperatingMode;
extern CGSConnection _CGSDefaultConnection(void);
extern CGError CGSGetGlobalHotKeyOperatingMode(CGSConnection connection,
CGSGlobalHotKeyOperatingMode* mode);
extern CGError CGSSetGlobalHotKeyOperatingMode(CGSConnection connection,
CGSGlobalHotKeyOperatingMode mode);
}
#endif
#define MAX_GAMEPADS 4
#define MAX_FINGERS 2
@@ -69,6 +84,8 @@ public:
void handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event);
void sendText(QString& string);
void rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
void handleTouchFingerEvent(SDL_TouchFingerEvent* event);
@@ -81,6 +98,8 @@ public:
void notifyFocusLost();
void notifyFocusGained();
bool isCaptureActive();
bool isSystemKeyCaptureActive();
@@ -93,10 +112,24 @@ public:
void flushMousePositionUpdate();
void updateKeyboardGrabState();
static
QString getUnmappedGamepads();
private:
enum KeyCombo {
KeyComboQuit,
KeyComboUngrabInput,
KeyComboToggleFullScreen,
KeyComboToggleStatsOverlay,
KeyComboToggleMouseMode,
KeyComboToggleCursorHide,
KeyComboToggleMinimize,
KeyComboPasteText,
KeyComboMax
};
GamepadState*
findStateForGamepad(SDL_JoystickID id);
@@ -106,6 +139,8 @@ private:
void handleRelativeFingerEvent(SDL_TouchFingerEvent* event);
void performSpecialKeyCombo(KeyCombo combo);
static
Uint32 longPressTimerCallback(Uint32 interval, void* param);
@@ -124,10 +159,8 @@ private:
static
Uint32 dragTimerCallback(Uint32 interval, void* param);
#ifdef Q_OS_WIN32
static
LRESULT CALLBACK keyboardHookProc(int nCode, WPARAM wParam, LPARAM lParam);
#endif
int clipboardThreadProc(void *ptr);
SDL_Window* m_Window;
bool m_MultiController;
@@ -154,7 +187,19 @@ private:
bool m_FakeCaptureActive;
QString m_OldIgnoreDevices;
QString m_OldIgnoreDevicesExcept;
bool m_CaptureSystemKeysEnabled;
StreamingPreferences::CaptureSysKeysMode m_CaptureSystemKeysMode;
int m_MouseCursorCapturedVisibilityState;
#ifdef Q_OS_DARWIN
CGSGlobalHotKeyOperatingMode m_OldHotKeyMode;
#endif
struct {
KeyCombo keyCombo;
SDL_Keycode keyCode;
SDL_Scancode scanCode;
bool enabled;
} m_SpecialKeyCombos[KeyComboMax];
SDL_TouchFingerEvent m_LastTouchDownEvent;
SDL_TouchFingerEvent m_LastTouchUpEvent;
@@ -163,7 +208,6 @@ private:
int m_StreamHeight;
bool m_AbsoluteMouseMode;
bool m_AbsoluteTouchMode;
Uint32 m_PendingMouseLeaveButtonUp;
SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
SDL_TimerID m_LeftButtonReleaseTimer;
@@ -172,5 +216,11 @@ private:
char m_DragButton;
int m_NumFingersDown;
SDL_Thread* m_ClipboardThread;
SDL_atomic_t m_ShutdownClipboardThread;
QString m_ClipboardData;
SDL_cond* m_ClipboardHasData;
SDL_mutex* m_ClipboardLock;
static const int k_ButtonMap[];
};
+142 -168
View File
@@ -3,8 +3,6 @@
#include <Limelight.h>
#include <SDL.h>
#include <QGuiApplication>
#define VK_0 0x30
#define VK_A 0x41
@@ -15,13 +13,134 @@
#define VK_NUMPAD0 0x60
#endif
void SdlInputHandler::performSpecialKeyCombo(KeyCombo combo)
{
switch (combo) {
case KeyComboQuit:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
break;
case KeyComboUngrabInput:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo");
// Stop handling future input
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
break;
case KeyComboToggleFullScreen:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo");
Session::s_ActiveSession->toggleFullscreen();
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
break;
case KeyComboToggleStatsOverlay:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
break;
case KeyComboToggleMouseMode:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse mode toggle combo");
// Uncapture input
setCaptureActive(false);
// Toggle mouse mode
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
// Recapture input
setCaptureActive(true);
break;
case KeyComboToggleCursorHide:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected show mouse combo");
if (!SDL_GetRelativeMouseMode()) {
m_MouseCursorCapturedVisibilityState = !m_MouseCursorCapturedVisibilityState;
SDL_ShowCursor(m_MouseCursorCapturedVisibilityState);
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Cursor can only be shown in remote desktop mouse mode");
}
break;
case KeyComboToggleMinimize:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected minimize combo");
SDL_MinimizeWindow(m_Window);
break;
case KeyComboPasteText:
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected type clipboard text combo");
// Force raise all keys to ensure that none of them interfere
// with the text we're going to type.
raiseAllKeys();
const char* text;
if (SDL_HasClipboardText() && (text = SDL_GetClipboardText()) != nullptr) {
// Append this data to the clipboard data string for the thread to process
SDL_LockMutex(m_ClipboardLock);
m_ClipboardData.append(text);
SDL_CondSignal(m_ClipboardHasData);
SDL_UnlockMutex(m_ClipboardLock);
// SDL_GetClipboardText() allocates, so we must free
SDL_free((void*)text);
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No text in clipboard to paste!");
}
break;
}
default:
Q_UNREACHABLE();
}
}
#define IS_SYNTHETIC_KEY_EVENT(x) ((x)->timestamp == 0)
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
{
short keyCode;
char modifiers;
if (event->repeat) {
// Ignore repeat key down events
SDL_assert(event->state == SDL_PRESSED);
return;
}
// Check for our special key combos
if ((event->state == SDL_PRESSED) &&
// Ignore timestamp == 0 which are sent from our keyboard code.
if (!IS_SYNTHETIC_KEY_EVENT(event) &&
(event->state == SDL_PRESSED) &&
(event->keysym.mod & KMOD_CTRL) &&
(event->keysym.mod & KMOD_ALT) &&
(event->keysym.mod & KMOD_SHIFT)) {
@@ -36,168 +155,19 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
// where the SDLK for one shortcut collides with
// the scancode of another.
// Check for quit combo (Ctrl+Alt+Shift+Q)
if (event->keysym.sym == SDLK_q) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo (SDLK)");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
return;
}
// Check for the unbind combo (Ctrl+Alt+Shift+Z) unless on EGLFS which has no window manager
else if (event->keysym.sym == SDLK_z && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo (SDLK)");
// Stop handling future input
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
return;
}
// Check for the mouse mode combo (Ctrl+Alt+Shift+M) unless on EGLFS which has no window manager
else if (event->keysym.sym == SDLK_m && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse mode toggle combo (SDLK)");
// Uncapture input
setCaptureActive(false);
// Toggle mouse mode
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
// Recapture input
setCaptureActive(true);
return;
}
else if (event->keysym.sym == SDLK_x && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo (SDLK)");
Session::s_ActiveSession->toggleFullscreen();
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for overlay combo (Ctrl+Alt+Shift+S)
else if (event->keysym.sym == SDLK_s) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo (SDLK)");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for mouse show combo (Ctrl+Alt+Shift+C)
else if (event->keysym.sym == SDLK_c) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected show mouse combo (SDLK)");
if (!SDL_GetRelativeMouseMode()) {
SDL_ShowCursor(!SDL_ShowCursor(SDL_QUERY));
for (int i = 0; i < KeyComboMax; i++) {
if (m_SpecialKeyCombos[i].enabled && event->keysym.sym == m_SpecialKeyCombos[i].keyCode) {
performSpecialKeyCombo(m_SpecialKeyCombos[i].keyCombo);
return;
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Cursor can only be shown in remote desktop mouse mode");
}
for (int i = 0; i < KeyComboMax; i++) {
if (m_SpecialKeyCombos[i].enabled && event->keysym.scancode == m_SpecialKeyCombos[i].scanCode) {
performSpecialKeyCombo(m_SpecialKeyCombos[i].keyCombo);
return;
}
return;
}
// Check for quit combo (Ctrl+Alt+Shift+Q)
else if (event->keysym.scancode == SDL_SCANCODE_Q) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo (scancode)");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
return;
}
// Check for the unbind combo (Ctrl+Alt+Shift+Z)
else if (event->keysym.scancode == SDL_SCANCODE_Z && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo (scancode)");
// Stop handling future input
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
return;
}
// Check for the full-screen combo (Ctrl+Alt+Shift+X) unless on EGLFS which has no window manager
else if (event->keysym.scancode == SDL_SCANCODE_X && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo (scancode)");
Session::s_ActiveSession->toggleFullscreen();
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for the mouse mode toggle combo (Ctrl+Alt+Shift+M) unless on EGLFS which has no window manager
else if (event->keysym.scancode == SDL_SCANCODE_M && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse mode toggle combo (scancode)");
// Uncapture input
setCaptureActive(false);
// Toggle mouse mode
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
// Recapture input
setCaptureActive(true);
return;
}
else if (event->keysym.scancode == SDL_SCANCODE_S) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo (scancode)");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for mouse show combo (Ctrl+Alt+Shift+C)
else if (event->keysym.sym == SDL_SCANCODE_C) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected show mouse combo (scancode)");
if (!SDL_GetRelativeMouseMode()) {
SDL_ShowCursor(!SDL_ShowCursor(SDL_QUERY));
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Cursor can only be shown in remote desktop mouse mode");
}
return;
}
}
if (event->repeat) {
// Ignore repeat key down events
SDL_assert(event->state == SDL_PRESSED);
return;
}
// Set modifier flags
@@ -433,12 +403,16 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
}
}
// Track the key state so we always know which keys are down
if (event->state == SDL_PRESSED) {
m_KeysDown.insert(keyCode);
}
else {
m_KeysDown.remove(keyCode);
// If this is a synthetic keypress from the clipboard code,
// this will be on a non-main thread, so don't touch m_KeysDown.
if (!IS_SYNTHETIC_KEY_EVENT(event)) {
// Track the key state so we always know which keys are down
if (event->state == SDL_PRESSED) {
m_KeysDown.insert(keyCode);
}
else {
m_KeysDown.remove(keyCode);
}
}
LiSendKeyboardEvent(0x8000 | keyCode,
+11 -30
View File
@@ -133,7 +133,15 @@ void SdlInputHandler::flushMousePositionUpdate()
// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
if (buttonState == 0) {
m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
if (m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
// Tell the main thread to stop capturing the mouse now
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = SDL_CODE_UNCAPTURE_MOUSE;
SDL_PushEvent(&event);
m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
}
}
if (mouseInVideoRegion || m_MouseWasInVideoRegion || m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
LiSendMousePositionEvent(x, y, dst.w, dst.h);
@@ -146,7 +154,8 @@ void SdlInputHandler::flushMousePositionUpdate()
// executes.
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = mouseInVideoRegion ? SDL_CODE_HIDE_CURSOR : SDL_CODE_SHOW_CURSOR;
event.user.code = (mouseInVideoRegion && m_MouseCursorCapturedVisibilityState == SDL_DISABLE) ?
SDL_CODE_HIDE_CURSOR : SDL_CODE_SHOW_CURSOR;
SDL_PushEvent(&event);
if (!mouseInVideoRegion && buttonState != 0) {
@@ -250,33 +259,5 @@ Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
// Send mouse position updates if applicable
me->flushMousePositionUpdate();
#ifdef Q_OS_WIN32
// See comment in SdlInputHandler::notifyMouseLeave()
if (me->m_AbsoluteMouseMode && me->m_PendingMouseLeaveButtonUp != 0 && me->isCaptureActive()) {
int mouseX, mouseY;
int windowX, windowY;
Uint32 mouseState = SDL_GetGlobalMouseState(&mouseX, &mouseY);
SDL_GetWindowPosition(me->m_Window, &windowX, &windowY);
// If the button is now up, send the synthetic mouse up event
if ((mouseState & SDL_BUTTON(me->m_PendingMouseLeaveButtonUp)) == 0) {
SDL_Event event;
event.button.type = SDL_MOUSEBUTTONUP;
event.button.timestamp = SDL_GetTicks();
event.button.windowID = SDL_GetWindowID(me->m_Window);
event.button.which = 0;
event.button.button = me->m_PendingMouseLeaveButtonUp;
event.button.state = SDL_RELEASED;
event.button.clicks = 1;
event.button.x = mouseX - windowX;
event.button.y = mouseY - windowY;
SDL_PushEvent(&event);
me->m_PendingMouseLeaveButtonUp = 0;
}
}
#endif
return interval;
}
+90 -59
View File
@@ -37,14 +37,6 @@
#define CONN_TEST_SERVER "qt.conntest.moonlight-stream.org"
// Running the connection process asynchronously seems to reliably
// cause a crash in QSGRenderThread on Wayland and strange crashes
// elsewhere. Until these are figured out, avoid the async connect
// thread on Linux and BSDs.
#if !defined(Q_OS_UNIX) || defined(Q_OS_DARWIN)
#define USE_ASYNC_CONNECT_THREAD 1
#endif
CONNECTION_LISTENER_CALLBACKS Session::k_ConnCallbacks = {
Session::clStageStarting,
nullptr,
@@ -65,11 +57,6 @@ void Session::clStageStarting(int stage)
// which happens to be the main thread, so it's cool to interact
// with the GUI in these callbacks.
emit s_ActiveSession->stageStarting(QString::fromLocal8Bit(LiGetStageName(stage)));
#ifndef USE_ASYNC_CONNECT_THREAD
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
#endif
}
void Session::clStageFailed(int stage, int errorCode)
@@ -81,11 +68,6 @@ void Session::clStageFailed(int stage, int errorCode)
char failingPorts[128];
LiStringifyPortFlags(portFlags, ", ", failingPorts, sizeof(failingPorts));
emit s_ActiveSession->stageFailed(QString::fromLocal8Bit(LiGetStageName(stage)), errorCode, QString(failingPorts));
#ifndef USE_ASYNC_CONNECT_THREAD
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
#endif
}
void Session::clConnectionTerminated(int errorCode)
@@ -358,6 +340,10 @@ bool Session::populateDecoderProperties(SDL_Window* window)
m_StreamConfig.colorSpace = decoder->getDecoderColorspace();
if (decoder->isAlwaysFullScreen()) {
m_IsFullScreen = true;
}
delete decoder;
return true;
@@ -365,6 +351,7 @@ bool Session::populateDecoderProperties(SDL_Window* window)
Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences)
: m_Preferences(preferences ? preferences : new StreamingPreferences(this)),
m_IsFullScreen(m_Preferences->windowMode != StreamingPreferences::WM_WINDOWED || !WMUtils::isRunningDesktopEnvironment()),
m_Computer(computer),
m_App(app),
m_Window(nullptr),
@@ -524,22 +511,17 @@ bool Session::initialize()
{
default:
case StreamingPreferences::WM_FULLSCREEN_DESKTOP:
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN_DESKTOP;
break;
// Only use full-screen desktop mode if we're running a desktop environment
if (WMUtils::isRunningDesktopEnvironment()) {
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN_DESKTOP;
break;
}
// Fall-through
case StreamingPreferences::WM_FULLSCREEN:
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN;
break;
}
#ifdef Q_OS_DARWIN
// macOS behaves as if we're capturing system keys when
// we enter "real" full-screen mode, so use standard
// full-screen as our full-screen flag when capturing keys.
if (m_Preferences->captureSysKeys) {
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN;
}
#endif
#if !SDL_VERSION_ATLEAST(2, 0, 11)
// HACK: Using a full-screen window breaks mouse capture on the Pi's LXDE
// GUI environment. Force the session to use windowed mode (which won't
@@ -581,10 +563,13 @@ void Session::emitLaunchWarning(QString text)
// to allow it to transition off the screen before continuing.
uint32_t start = SDL_GetTicks();
while (!SDL_TICKS_PASSED(SDL_GetTicks(), start + 3500)) {
// Pump the UI loop while we wait
SDL_Delay(5);
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
if (!m_ThreadedExec) {
// Pump the UI loop while we wait if we're on the main thread
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
}
}
@@ -835,7 +820,7 @@ void Session::getWindowDimensions(int& x, int& y,
}
}
fullScreen = (m_Preferences->windowMode != StreamingPreferences::WM_WINDOWED);
fullScreen = m_IsFullScreen;
}
SDL_Rect usableBounds;
@@ -944,10 +929,8 @@ void Session::toggleFullscreen()
bool fullScreen = !(SDL_GetWindowFlags(m_Window) & m_FullScreenFlag);
if (fullScreen) {
if ((m_FullScreenFlag == SDL_WINDOW_FULLSCREEN || m_Preferences->captureSysKeys) && m_InputHandler->isCaptureActive()) {
if (m_FullScreenFlag == SDL_WINDOW_FULLSCREEN && m_InputHandler->isCaptureActive()) {
// Confine the cursor to the window if we're capturing input while transitioning to full screen.
// We also need to grab if we're capturing system keys, because SDL requires window grab to
// capture the keyboard on X11.
SDL_SetWindowGrab(m_Window, SDL_TRUE);
}
@@ -964,6 +947,9 @@ void Session::toggleFullscreen()
// Reposition the window when the resize is complete
m_PendingWindowedTransition = true;
}
// Input handler might need to start/stop keyboard grab after changing modes
m_InputHandler->updateKeyboardGrabState();
}
void Session::notifyMouseEmulationMode(bool enabled)
@@ -1002,17 +988,7 @@ bool Session::startConnectionAsync()
{
// Wait 1.5 seconds before connecting to let the user
// have time to read any messages present on the segue
#ifdef USE_ASYNC_CONNECT_THREAD
SDL_Delay(1500);
#else
uint32_t start = SDL_GetTicks();
while (!SDL_TICKS_PASSED(SDL_GetTicks(), start + 1500)) {
// Pump the UI loop while we wait since we're not async
SDL_Delay(5);
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
#endif
// The UI should have ensured the old game was already quit
// if we decide to stream a different game.
@@ -1124,11 +1100,58 @@ void Session::flushWindowEvents()
SDL_PushEvent(&flushEvent);
}
class ExecThread : public QThread
{
public:
ExecThread(Session* session) :
QThread(nullptr),
m_Session(session) {}
void run() override
{
m_Session->execInternal();
}
Session* m_Session;
};
void Session::exec(int displayOriginX, int displayOriginY)
{
m_DisplayOriginX = displayOriginX;
m_DisplayOriginY = displayOriginY;
// Use a separate thread for the streaming session on X11 or Wayland
// to ensure we don't stomp on Qt's GL context. This breaks when using
// the Qt EGLFS backend, so we will restrict this to X11
m_ThreadedExec = WMUtils::isRunningX11() || WMUtils::isRunningWayland();
if (m_ThreadedExec) {
// Run the streaming session on a separate thread for Linux/BSD
ExecThread execThread(this);
execThread.start();
// Until the SDL streaming window is created, we should continue
// to update the Qt UI to allow warning messages to display and
// make sure that the Qt window can hide itself.
while (!execThread.wait(10) && m_Window == nullptr) {
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
// SDL is in charge now. Wait until the streaming thread exits
// to further update the Qt window.
execThread.wait();
}
else {
// Run the streaming session on the main thread for Windows and macOS
execInternal();
}
}
void Session::execInternal()
{
// Complete initialization in this deferred context to avoid
// calling expensive functions in the constructor (during the
// process of loading the StreamSegue).
@@ -1152,22 +1175,26 @@ void Session::exec(int displayOriginX, int displayOriginY)
m_StreamConfig.width,
m_StreamConfig.height);
// Kick off the async connection thread while we sit here and pump the event loop
AsyncConnectionStartThread asyncConnThread(this);
#ifdef USE_ASYNC_CONNECT_THREAD
asyncConnThread.start();
while (!asyncConnThread.wait(10)) {
if (!m_ThreadedExec) {
// Kick off the async connection thread while we sit here and pump the event loop
asyncConnThread.start();
while (!asyncConnThread.wait(10)) {
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
// Pump the event loop one last time to ensure we pick up any events from
// the thread that happened while it was in the final successful QThread::wait().
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
#else
asyncConnThread.run();
#endif
// Pump the event loop one last time to ensure we pick up any events from
// the thread that happened while it was in the final successful QThread::wait().
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
else {
// We're already in a separate thread so run the connection operations
// synchronously and don't pump the event loop. The main thread is already
// pumping the event loop for us.
asyncConnThread.run();
}
// If the connection failed, clean up and abort the connection.
if (!m_AsyncConnectionSuccess) {
@@ -1244,7 +1271,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
// For non-full screen windows, call getWindowDimensions()
// again after creating a window to allow it to account
// for window chrome size.
if (m_Preferences->windowMode == StreamingPreferences::WM_WINDOWED) {
if (!m_IsFullScreen) {
getWindowDimensions(x, y, width, height);
// We must set the size before the position because centering
@@ -1344,6 +1371,9 @@ void Session::exec(int displayOriginX, int displayOriginY)
case SDL_CODE_SHOW_CURSOR:
SDL_ShowCursor(SDL_ENABLE);
break;
case SDL_CODE_UNCAPTURE_MOUSE:
SDL_CaptureMouse(SDL_FALSE);
break;
case SDL_CODE_FLUSH_WINDOW_EVENT_BARRIER:
m_FlushingWindowEventsRef--;
break;
@@ -1365,6 +1395,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
if (m_Preferences->muteOnFocusLoss) {
m_AudioMuted = false;
}
m_InputHandler->notifyFocusGained();
break;
case SDL_WINDOWEVENT_LEAVE:
m_InputHandler->notifyMouseLeave();
+5
View File
@@ -17,6 +17,7 @@ class Session : public QObject
friend class SdlInputHandler;
friend class DeferredSessionCleanupTask;
friend class AsyncConnectionStartThread;
friend class ExecThread;
public:
explicit Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences = nullptr);
@@ -57,6 +58,8 @@ signals:
void sessionFinished(int portTestResult);
private:
void execInternal();
bool initialize();
bool startConnectionAsync();
@@ -133,6 +136,7 @@ private:
int drSubmitDecodeUnit(PDECODE_UNIT du);
StreamingPreferences* m_Preferences;
bool m_IsFullScreen;
STREAM_CONFIGURATION m_StreamConfig;
DECODER_RENDERER_CALLBACKS m_VideoCallbacks;
AUDIO_RENDERER_CALLBACKS m_AudioCallbacks;
@@ -147,6 +151,7 @@ private:
Uint32 m_FullScreenFlag;
int m_DisplayOriginX;
int m_DisplayOriginY;
bool m_ThreadedExec;
bool m_PendingWindowedTransition;
bool m_UnexpectedTermination;
SdlInputHandler* m_InputHandler;
+320 -27
View File
@@ -14,12 +14,24 @@ extern "C" {
#include <Limelight.h>
#include <SDL_syswm.h>
DrmRenderer::DrmRenderer()
: m_DrmFd(-1),
: m_HwContext(nullptr),
m_DrmFd(-1),
m_SdlOwnsDrmFd(false),
m_SupportsDirectRendering(false),
m_CrtcId(0),
m_PlaneId(0),
m_CurrentFbId(0)
{
#ifdef HAVE_EGL
m_EGLExtDmaBuf = false;
m_eglCreateImage = nullptr;
m_eglCreateImageKHR = nullptr;
m_eglDestroyImage = nullptr;
m_eglDestroyImageKHR = nullptr;
#endif
}
DrmRenderer::~DrmRenderer()
@@ -28,14 +40,22 @@ DrmRenderer::~DrmRenderer()
drmModeRmFB(m_DrmFd, m_CurrentFbId);
}
if (m_DrmFd != -1) {
if (m_HwContext != nullptr) {
av_buffer_unref(&m_HwContext);
}
if (!m_SdlOwnsDrmFd && m_DrmFd != -1) {
close(m_DrmFd);
}
}
bool DrmRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**)
bool DrmRenderer::prepareDecoderContext(AVCodecContext* context, AVDictionary** options)
{
/* Nothing to do */
// The out-of-tree LibreELEC patches use this option to control the type of the V4L2
// buffers that we get back. We only support NV12 buffers now.
av_dict_set_int(options, "pixel_format", AV_PIX_FMT_NV12, 0);
context->hw_device_ctx = av_buffer_ref(m_HwContext);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using DRM renderer");
@@ -43,33 +63,89 @@ bool DrmRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**)
return true;
}
bool DrmRenderer::initialize(PDECODER_PARAMETERS)
bool DrmRenderer::initialize(PDECODER_PARAMETERS params)
{
const char* device = SDL_getenv("DRM_DEV");
int i;
if (device == nullptr) {
device = "/dev/dri/card0";
}
#if SDL_VERSION_ATLEAST(2, 0, 15)
SDL_SysWMinfo info;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Opening DRM device: %s",
device);
SDL_VERSION(&info.version);
m_DrmFd = open(device, O_RDWR | O_CLOEXEC);
if (m_DrmFd < 0) {
if (!SDL_GetWindowWMInfo(params->window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open DRM device: %d",
errno);
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return false;
}
if (info.subsystem == SDL_SYSWM_KMSDRM) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Sharing DRM FD with SDL");
SDL_assert(info.info.kmsdrm.drm_fd >= 0);
m_DrmFd = info.info.kmsdrm.drm_fd;
m_SdlOwnsDrmFd = true;
}
else
#endif
{
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;
}
}
// Create the device context first because it is needed whether we can
// actually use direct rendering or not.
m_HwContext = av_hwdevice_ctx_alloc(AV_HWDEVICE_TYPE_DRM);
if (m_HwContext == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwdevice_ctx_alloc(DRM) failed");
return false;
}
AVHWDeviceContext* deviceContext = (AVHWDeviceContext*)m_HwContext->data;
AVDRMDeviceContext* drmDeviceContext = (AVDRMDeviceContext*)deviceContext->hwctx;
drmDeviceContext->fd = m_DrmFd;
int err = av_hwdevice_ctx_init(m_HwContext);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwdevice_ctx_init(DRM) failed: %d",
err);
return false;
}
#ifdef HAVE_EGL
// Still return true if we fail to initialize DRM direct rendering
// stuff, since we have EGL that we can use for indirect rendering.
const bool DIRECT_RENDERING_INIT_FAILED = true;
#else
// Fail if we can't initialize direct rendering and we don't have EGL.
const bool DIRECT_RENDERING_INIT_FAILED = false;
#endif
drmModeRes* resources = drmModeGetResources(m_DrmFd);
if (resources == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"drmModeGetResources() failed: %d",
errno);
return false;
"drmModeGetResources() failed: %d",
errno);
return DIRECT_RENDERING_INIT_FAILED;
}
// Look for a connected connector and get the associated encoder
@@ -89,7 +165,7 @@ bool DrmRenderer::initialize(PDECODER_PARAMETERS)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"No connected displays found!");
drmModeFreeResources(resources);
return false;
return DIRECT_RENDERING_INIT_FAILED;
}
// Now find the CRTC from the encoder
@@ -109,7 +185,7 @@ bool DrmRenderer::initialize(PDECODER_PARAMETERS)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DRM encoder not found!");
drmModeFreeResources(resources);
return false;
return DIRECT_RENDERING_INIT_FAILED;
}
int crtcIndex = -1;
@@ -130,7 +206,7 @@ bool DrmRenderer::initialize(PDECODER_PARAMETERS)
if (crtcIndex == -1) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to get CRTC!");
return false;
return DIRECT_RENDERING_INIT_FAILED;
}
drmSetClientCap(m_DrmFd, DRM_CLIENT_CAP_UNIVERSAL_PLANES, 1);
@@ -140,7 +216,7 @@ bool DrmRenderer::initialize(PDECODER_PARAMETERS)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"drmGetPlaneResources() failed: %d",
errno);
return false;
return DIRECT_RENDERING_INIT_FAILED;
}
// Find an NV12 overlay plane to render on
@@ -185,6 +261,15 @@ bool DrmRenderer::initialize(PDECODER_PARAMETERS)
drmModeFreePlaneResources(planeRes);
if (m_PlaneId == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to find suitable NV12 overlay plane!");
return DIRECT_RENDERING_INIT_FAILED;
}
// If we got this far, we can do direct rendering via the DRM FD.
m_SupportsDirectRendering = true;
return true;
}
@@ -213,6 +298,8 @@ void DrmRenderer::renderFrame(AVFrame* frame)
uint32_t handles[4] = {};
uint32_t pitches[4] = {};
uint32_t offsets[4] = {};
uint64_t modifiers[4] = {};
uint32_t flags = 0;
SDL_Rect src, dst;
@@ -234,12 +321,18 @@ void DrmRenderer::renderFrame(AVFrame* frame)
return;
}
// Pass along the modifiers to DRM if there are some in the descriptor
if (drmFrame->objects[0].format_modifier != DRM_FORMAT_MOD_INVALID) {
flags |= DRM_MODE_FB_MODIFIERS;
}
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;
modifiers[i] = drmFrame->objects[0].format_modifier;
}
// Remember the last FB object we created so we can free it
@@ -247,12 +340,15 @@ void DrmRenderer::renderFrame(AVFrame* frame)
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);
// NB: It is an error to pass modifiers without DRM_MODE_FB_MODIFIERS set.
err = drmModeAddFB2WithModifiers(m_DrmFd, frame->width, frame->height,
drmFrame->layers[0].format,
handles, pitches, offsets,
(flags & DRM_MODE_FB_MODIFIERS) ? modifiers : NULL,
&m_CurrentFbId, flags);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"drmModeAddFB2() failed: %d",
"drmModeAddFB2WithModifiers() failed: %d",
errno);
m_CurrentFbId = lastFbId;
return;
@@ -277,3 +373,200 @@ void DrmRenderer::renderFrame(AVFrame* frame)
// Free the previous FB object which has now been superseded
drmModeRmFB(m_DrmFd, lastFbId);
}
bool DrmRenderer::needsTestFrame()
{
return true;
}
bool DrmRenderer::isDirectRenderingSupported()
{
return m_SupportsDirectRendering;
}
#ifdef HAVE_EGL
bool DrmRenderer::canExportEGL() {
if (qgetenv("DRM_FORCE_DIRECT") == "1") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using direct rendering due to environment variable");
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"DRM backend supports exporting EGLImage");
return true;
}
AVPixelFormat DrmRenderer::getEGLImagePixelFormat() {
// This tells EGLRenderer to treat the EGLImage as a single opaque texture
return AV_PIX_FMT_DRM_PRIME;
}
bool DrmRenderer::initializeEGL(EGLDisplay,
const EGLExtensions &ext) {
if (!ext.isSupported("EGL_EXT_image_dma_buf_import")) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DRM-EGL: DMABUF unsupported");
return false;
}
m_EGLExtDmaBuf = ext.isSupported("EGL_EXT_image_dma_buf_import_modifiers");
// NB: eglCreateImage() and eglCreateImageKHR() have slightly different definitions
m_eglCreateImage = (typeof(m_eglCreateImage))eglGetProcAddress("eglCreateImage");
m_eglCreateImageKHR = (typeof(m_eglCreateImageKHR))eglGetProcAddress("eglCreateImageKHR");
m_eglDestroyImage = (typeof(m_eglDestroyImage))eglGetProcAddress("eglDestroyImage");
m_eglDestroyImageKHR = (typeof(m_eglDestroyImageKHR))eglGetProcAddress("eglDestroyImageKHR");
if (!(m_eglCreateImage && m_eglDestroyImage) &&
!(m_eglCreateImageKHR && m_eglDestroyImageKHR)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Missing eglCreateImage()/eglDestroyImage() in EGL driver");
return false;
}
return true;
}
ssize_t DrmRenderer::exportEGLImages(AVFrame *frame, EGLDisplay dpy,
EGLImage images[EGL_MAX_PLANES]) {
AVDRMFrameDescriptor* drmFrame = (AVDRMFrameDescriptor*)frame->data[0];
memset(images, 0, sizeof(EGLImage) * EGL_MAX_PLANES);
SDL_assert(drmFrame->nb_objects == 1);
SDL_assert(drmFrame->nb_layers == 1);
// Max 30 attributes (1 key + 1 value for each)
const int MAX_ATTRIB_COUNT = 30 * 2;
EGLAttrib attribs[MAX_ATTRIB_COUNT] = {
EGL_LINUX_DRM_FOURCC_EXT, (EGLAttrib)drmFrame->layers[0].format,
EGL_WIDTH, frame->width,
EGL_HEIGHT, frame->height,
};
int attribIndex = 6;
for (int i = 0; i < drmFrame->layers[0].nb_planes; ++i) {
const auto &plane = drmFrame->layers[0].planes[i];
const auto &object = drmFrame->objects[plane.object_index];
switch (i) {
case 0:
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_FD_EXT;
attribs[attribIndex++] = object.fd;
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_OFFSET_EXT;
attribs[attribIndex++] = plane.offset;
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_PITCH_EXT;
attribs[attribIndex++] = plane.pitch;
if (m_EGLExtDmaBuf && object.format_modifier != DRM_FORMAT_MOD_INVALID) {
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT;
attribs[attribIndex++] = (EGLint)(object.format_modifier & 0xFFFFFFFF);
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT;
attribs[attribIndex++] = (EGLint)(object.format_modifier >> 32);
}
break;
case 1:
attribs[attribIndex++] = EGL_DMA_BUF_PLANE1_FD_EXT;
attribs[attribIndex++] = object.fd;
attribs[attribIndex++] = EGL_DMA_BUF_PLANE1_OFFSET_EXT;
attribs[attribIndex++] = plane.offset;
attribs[attribIndex++] = EGL_DMA_BUF_PLANE1_PITCH_EXT;
attribs[attribIndex++] = plane.pitch;
if (m_EGLExtDmaBuf && object.format_modifier != DRM_FORMAT_MOD_INVALID) {
attribs[attribIndex++] = EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT;
attribs[attribIndex++] = (EGLint)(object.format_modifier & 0xFFFFFFFF);
attribs[attribIndex++] = EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT;
attribs[attribIndex++] = (EGLint)(object.format_modifier >> 32);
}
break;
case 2:
attribs[attribIndex++] = EGL_DMA_BUF_PLANE2_FD_EXT;
attribs[attribIndex++] = object.fd;
attribs[attribIndex++] = EGL_DMA_BUF_PLANE2_OFFSET_EXT;
attribs[attribIndex++] = plane.offset;
attribs[attribIndex++] = EGL_DMA_BUF_PLANE2_PITCH_EXT;
attribs[attribIndex++] = plane.pitch;
if (m_EGLExtDmaBuf && object.format_modifier != DRM_FORMAT_MOD_INVALID) {
attribs[attribIndex++] = EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT;
attribs[attribIndex++] = (EGLint)(object.format_modifier & 0xFFFFFFFF);
attribs[attribIndex++] = EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT;
attribs[attribIndex++] = (EGLint)(object.format_modifier >> 32);
}
break;
case 3:
attribs[attribIndex++] = EGL_DMA_BUF_PLANE3_FD_EXT;
attribs[attribIndex++] = object.fd;
attribs[attribIndex++] = EGL_DMA_BUF_PLANE3_OFFSET_EXT;
attribs[attribIndex++] = plane.offset;
attribs[attribIndex++] = EGL_DMA_BUF_PLANE3_PITCH_EXT;
attribs[attribIndex++] = plane.pitch;
if (m_EGLExtDmaBuf && object.format_modifier != DRM_FORMAT_MOD_INVALID) {
attribs[attribIndex++] = EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT;
attribs[attribIndex++] = (EGLint)(object.format_modifier & 0xFFFFFFFF);
attribs[attribIndex++] = EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT;
attribs[attribIndex++] = (EGLint)(object.format_modifier >> 32);
}
break;
default:
Q_UNREACHABLE();
}
}
// Terminate the attribute list
attribs[attribIndex++] = EGL_NONE;
SDL_assert(attribIndex <= MAX_ATTRIB_COUNT);
// Our EGLImages are non-planar, so we only populate the first entry
if (m_eglCreateImage) {
images[0] = m_eglCreateImage(dpy, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
nullptr, attribs);
if (!images[0]) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"eglCreateImage() Failed: %d", eglGetError());
goto fail;
}
}
else {
// Cast the EGLAttrib array elements to EGLint for the KHR extension
EGLint intAttribs[MAX_ATTRIB_COUNT];
for (int i = 0; i < MAX_ATTRIB_COUNT; i++) {
intAttribs[i] = (EGLint)attribs[i];
}
images[0] = m_eglCreateImageKHR(dpy, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
nullptr, intAttribs);
if (!images[0]) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"eglCreateImageKHR() Failed: %d", eglGetError());
goto fail;
}
}
return 1;
fail:
freeEGLImages(dpy, images);
return -1;
}
void DrmRenderer::freeEGLImages(EGLDisplay dpy, EGLImage images[EGL_MAX_PLANES]) {
if (m_eglDestroyImage) {
m_eglDestroyImage(dpy, images[0]);
}
else {
m_eglDestroyImageKHR(dpy, images[0]);
}
// Our EGLImages are non-planar
SDL_assert(images[1] == 0);
SDL_assert(images[2] == 0);
}
#endif
@@ -14,12 +14,32 @@ public:
virtual void renderFrame(AVFrame* frame) override;
virtual enum AVPixelFormat getPreferredPixelFormat(int videoFormat) override;
virtual int getRendererAttributes() override;
virtual bool needsTestFrame() override;
virtual bool isDirectRenderingSupported() override;
#ifdef HAVE_EGL
virtual bool canExportEGL() override;
virtual AVPixelFormat getEGLImagePixelFormat() override;
virtual bool initializeEGL(EGLDisplay dpy, const EGLExtensions &ext) override;
virtual ssize_t exportEGLImages(AVFrame *frame, EGLDisplay dpy, EGLImage images[EGL_MAX_PLANES]) override;
virtual void freeEGLImages(EGLDisplay dpy, EGLImage[EGL_MAX_PLANES]) override;
#endif
private:
AVBufferRef* m_HwContext;
int m_DrmFd;
bool m_SdlOwnsDrmFd;
bool m_SupportsDirectRendering;
uint32_t m_CrtcId;
uint32_t m_PlaneId;
uint32_t m_CurrentFbId;
SDL_Rect m_OutputRect;
#ifdef HAVE_EGL
bool m_EGLExtDmaBuf;
PFNEGLCREATEIMAGEPROC m_eglCreateImage;
PFNEGLDESTROYIMAGEPROC m_eglDestroyImage;
PFNEGLCREATEIMAGEKHRPROC m_eglCreateImageKHR;
PFNEGLDESTROYIMAGEKHRPROC m_eglDestroyImageKHR;
#endif
};
@@ -6,7 +6,7 @@
static QStringList egl_get_extensions(EGLDisplay dpy) {
const auto EGLExtensionsStr = eglQueryString(dpy, EGL_EXTENSIONS);
if (!EGLExtensionsStr) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unable to get EGL extensions");
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unable to get EGL extensions: %d", eglGetError());
return QStringList();
}
return QString(EGLExtensionsStr).split(" ");
+133 -69
View File
@@ -15,18 +15,6 @@
#include <SDL_render.h>
#include <SDL_syswm.h>
#ifndef EGL_VERSION_1_5
typedef intptr_t EGLAttrib;
#endif
#if !defined(EGL_VERSION_1_5) || !defined(EGL_EGL_PROTOTYPES)
typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list);
#endif
#ifndef EGL_EXT_platform_base
typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list);
#endif
// These are EGL extensions, so some platform headers may not provide them
#ifndef EGL_PLATFORM_WAYLAND_KHR
#define EGL_PLATFORM_WAYLAND_KHR 0x31D8
@@ -34,6 +22,9 @@ typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platf
#ifndef EGL_PLATFORM_X11_KHR
#define EGL_PLATFORM_X11_KHR 0x31D5
#endif
#ifndef EGL_PLATFORM_GBM_KHR
#define EGL_PLATFORM_GBM_KHR 0x31D7
#endif
typedef struct _OVERLAY_VERTEX
{
@@ -68,7 +59,7 @@ SDL_Window* EGLRenderer::s_LastFailedWindow = nullptr;
EGLRenderer::EGLRenderer(IFFmpegRenderer *backendRenderer)
:
m_SwPixelFormat(AV_PIX_FMT_NONE),
m_EGLImagePixelFormat(AV_PIX_FMT_NONE),
m_EGLDisplay(EGL_NO_DISPLAY),
m_Textures{0},
m_OverlayTextures{0},
@@ -83,6 +74,7 @@ EGLRenderer::EGLRenderer(IFFmpegRenderer *backendRenderer)
m_ColorSpace(AVCOL_SPC_NB),
m_ColorFull(false),
m_BlockingSwapBuffers(false),
m_LastFrame(av_frame_alloc()),
m_glEGLImageTargetTexture2DOES(nullptr),
m_glGenVertexArraysOES(nullptr),
m_glBindVertexArrayOES(nullptr),
@@ -133,6 +125,8 @@ EGLRenderer::~EGLRenderer()
SDL_DestroyRenderer(m_DummyRenderer);
}
av_frame_free(&m_LastFrame);
// Reset the global properties back to what they were before
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "0");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, m_OldContextProfileMask);
@@ -162,16 +156,16 @@ void EGLRenderer::notifyOverlayUpdated(Overlay::OverlayType type)
}
}
bool EGLRenderer::isPixelFormatSupported(int, AVPixelFormat pixelFormat)
bool EGLRenderer::isPixelFormatSupported(int videoFormat, AVPixelFormat pixelFormat)
{
// Remember to keep this in sync with EGLRenderer::renderFrame()!
switch (pixelFormat)
{
case AV_PIX_FMT_NV12:
return true;
default:
return false;
}
// Pixel format support should be determined by the backend renderer
return m_Backend->isPixelFormatSupported(videoFormat, pixelFormat);
}
AVPixelFormat EGLRenderer::getPreferredPixelFormat(int videoFormat)
{
// Pixel format preference should be determined by the backend renderer
return m_Backend->getPreferredPixelFormat(videoFormat);
}
void EGLRenderer::renderOverlay(Overlay::OverlayType type)
@@ -195,7 +189,7 @@ void EGLRenderer::renderOverlay(Overlay::OverlayType type)
float y;
float w;
float h;
} overlayRect;
} overlayRect = {};
// These overlay positions differ from the other renderers because OpenGL
// places the origin in the lower-left corner instead of the upper-left.
@@ -208,6 +202,8 @@ void EGLRenderer::renderOverlay(Overlay::OverlayType type)
// Top left
overlayRect.x = 0;
overlayRect.y = m_ViewportHeight - newSurface->h;
} else {
SDL_assert(false);
}
overlayRect.w = newSurface->w;
@@ -254,7 +250,7 @@ void EGLRenderer::renderOverlay(Overlay::OverlayType type)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[type]);
glUniform1i(m_OverlayShaderProgramParams[PARAM_TEXTURE], 0);
glUniform1i(m_OverlayShaderProgramParams[OVERLAY_PARAM_TEXTURE], 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
@@ -374,27 +370,42 @@ bool EGLRenderer::compileShaders() {
SDL_assert(!m_ShaderProgram);
SDL_assert(!m_OverlayShaderProgram);
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
SDL_assert(m_EGLImagePixelFormat != AV_PIX_FMT_NONE);
// XXX: TODO: other formats
SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NV12);
if (m_EGLImagePixelFormat == AV_PIX_FMT_NV12) {
m_ShaderProgram = compileShader("egl_nv12.vert", "egl_nv12.frag");
if (!m_ShaderProgram) {
return false;
}
m_ShaderProgram = compileShader("egl.vert", "egl.frag");
if (!m_ShaderProgram) {
m_ShaderProgramParams[NV12_PARAM_YUVMAT] = glGetUniformLocation(m_ShaderProgram, "yuvmat");
m_ShaderProgramParams[NV12_PARAM_OFFSET] = glGetUniformLocation(m_ShaderProgram, "offset");
m_ShaderProgramParams[NV12_PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
m_ShaderProgramParams[NV12_PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
}
else if (m_EGLImagePixelFormat == AV_PIX_FMT_DRM_PRIME) {
m_ShaderProgram = compileShader("egl_opaque.vert", "egl_opaque.frag");
if (!m_ShaderProgram) {
return false;
}
m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE] = glGetUniformLocation(m_ShaderProgram, "uTexture");
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unsupported EGL pixel format: %d",
m_EGLImagePixelFormat);
SDL_assert(false);
return false;
}
m_ShaderProgramParams[PARAM_YUVMAT] = glGetUniformLocation(m_ShaderProgram, "yuvmat");
m_ShaderProgramParams[PARAM_OFFSET] = glGetUniformLocation(m_ShaderProgram, "offset");
m_ShaderProgramParams[PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
m_ShaderProgramParams[PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
m_OverlayShaderProgram = compileShader("egl_overlay.vert", "egl_overlay.frag");
if (!m_OverlayShaderProgram) {
return false;
}
m_OverlayShaderProgramParams[PARAM_TEXTURE] = glGetUniformLocation(m_OverlayShaderProgram, "uTexture");
m_OverlayShaderProgramParams[OVERLAY_PARAM_TEXTURE] = glGetUniformLocation(m_OverlayShaderProgram, "uTexture");
return true;
}
@@ -479,6 +490,13 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
return false;
}
break;
#endif
#if SDL_VERSION_ATLEAST(2, 0, 15) && defined(SDL_VIDEO_DRIVER_KMSDRM)
case SDL_SYSWM_KMSDRM:
if (!openDisplay(EGL_PLATFORM_GBM_KHR, info.info.kmsdrm.gbm_dev)) {
return false;
}
break;
#endif
default:
EGL_LOG(Error, "not compatible with SYSWM");
@@ -544,7 +562,7 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
src.x = src.y = dst.x = dst.y = 0;
src.w = params->width;
src.h = params->height;
SDL_GetWindowSize(m_Window, &dst.w, &dst.h);
SDL_GL_GetDrawableSize(m_Window, &dst.w, &dst.h);
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
glViewport(dst.x, dst.y, dst.w, dst.h);
@@ -557,7 +575,17 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
if (params->enableVsync) {
SDL_GL_SetSwapInterval(1);
m_BlockingSwapBuffers = true;
#if SDL_VERSION_ATLEAST(2, 0, 15) && defined(SDL_VIDEO_DRIVER_KMSDRM)
// The SDL KMSDRM backend already enforces double buffering (due to
// SDL_HINT_VIDEO_DOUBLE_BUFFER=1), so calling glFinish() after
// SDL_GL_SwapWindow() will block an extra frame and lock rendering
// at 1/2 the display refresh rate.
if (info.subsystem != SDL_SYSWM_KMSDRM)
#endif
{
m_BlockingSwapBuffers = true;
}
} else {
SDL_GL_SetSwapInterval(0);
}
@@ -648,7 +676,18 @@ const float *EGLRenderer::getColorMatrix() {
case AVCOL_SPC_BT2020_CL:
return m_ColorFull ? bt2020Full : bt2020Lim;
default:
SDL_assert(false);
// Some backends don't populate this, so we'll assume
// the host gave us what we asked for by default.
switch (getDecoderColorspace()) {
case COLORSPACE_REC_601:
return m_ColorFull ? bt601Full : bt601Lim;
case COLORSPACE_REC_709:
return m_ColorFull ? bt709Full : bt709Lim;
case COLORSPACE_REC_2020:
return m_ColorFull ? bt2020Full : bt2020Lim;
default:
SDL_assert(false);
}
};
return bt601Lim;
@@ -721,49 +760,49 @@ void EGLRenderer::renderFrame(AVFrame* frame)
return;
}
if (frame->hw_frames_ctx != nullptr) {
// Find the native read-back format and load the shader
if (m_SwPixelFormat == AV_PIX_FMT_NONE) {
auto hwFrameCtx = (AVHWFramesContext*)frame->hw_frames_ctx->data;
// Find the native read-back format and load the shaders
if (m_EGLImagePixelFormat == AV_PIX_FMT_NONE) {
m_EGLImagePixelFormat = m_Backend->getEGLImagePixelFormat();
EGL_LOG(Info, "EGLImage pixel format: %d", m_EGLImagePixelFormat);
m_SwPixelFormat = hwFrameCtx->sw_format;
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
SDL_assert(m_EGLImagePixelFormat != AV_PIX_FMT_NONE);
EGL_LOG(Info, "Selected read-back format: %d", m_SwPixelFormat);
m_ColorSpace = frame->colorspace;
// XXX: TODO: Handle other pixel formats
SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NV12);
m_ColorSpace = frame->colorspace;
m_ColorFull = frame->color_range == AVCOL_RANGE_JPEG;
// This handles the case where the color range is unknown,
// so that we use Limited color range which is the default
// behavior for Moonlight.
m_ColorFull = frame->color_range == AVCOL_RANGE_JPEG;
if (!specialize()) {
m_SwPixelFormat = AV_PIX_FMT_NONE;
return;
}
}
ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
if (plane_count < 0)
if (!specialize()) {
m_EGLImagePixelFormat = AV_PIX_FMT_NONE;
return;
for (ssize_t i = 0; i < plane_count; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]);
m_glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, imgs[i]);
}
} else {
// TODO: load texture for SW decoding ?
EGL_LOG(Error, "EGL rendering only supports hw frames");
}
ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
if (plane_count < 0)
return;
for (ssize_t i = 0; i < plane_count; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]);
m_glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, imgs[i]);
}
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(m_ShaderProgram);
m_glBindVertexArrayOES(m_VAO);
glUniformMatrix3fv(m_ShaderProgramParams[PARAM_YUVMAT], 1, GL_FALSE, getColorMatrix());
glUniform3fv(m_ShaderProgramParams[PARAM_OFFSET], 1, getColorOffsets());
glUniform1i(m_ShaderProgramParams[PARAM_PLANE1], 0);
glUniform1i(m_ShaderProgramParams[PARAM_PLANE2], 1);
// Bind parameters for the shaders
if (m_EGLImagePixelFormat == AV_PIX_FMT_NV12) {
glUniformMatrix3fv(m_ShaderProgramParams[NV12_PARAM_YUVMAT], 1, GL_FALSE, getColorMatrix());
glUniform3fv(m_ShaderProgramParams[NV12_PARAM_OFFSET], 1, getColorOffsets());
glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE1], 0);
glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE2], 1);
}
else if (m_EGLImagePixelFormat == AV_PIX_FMT_DRM_PRIME) {
glUniform1i(m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE], 0);
}
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
@@ -787,6 +826,31 @@ void EGLRenderer::renderFrame(AVFrame* frame)
glFinish();
}
if (frame->hw_frames_ctx != nullptr)
m_Backend->freeEGLImages(m_EGLDisplay, imgs);
m_Backend->freeEGLImages(m_EGLDisplay, imgs);
// Free the DMA-BUF backing the last frame now that it is definitely
// no longer being used anymore. While the PRIME FD stays around until
// EGL is done with it, the memory backing it may be reused by FFmpeg
// before the GPU has read it. This is particularly noticeable on the
// RK3288-based TinkerBoard when V-Sync is disabled.
av_frame_unref(m_LastFrame);
av_frame_move_ref(m_LastFrame, frame);
}
bool EGLRenderer::testRenderFrame(AVFrame* frame)
{
EGLImage imgs[EGL_MAX_PLANES];
// Make sure we can get working EGLImages from the backend renderer.
// Some devices (Raspberry Pi) will happily decode into DRM formats that
// its own GL implementation won't accept in eglCreateImage().
ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
if (plane_count <= 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Backend failed to export EGL image for test frame");
return false;
}
m_Backend->freeEGLImages(m_EGLDisplay, imgs);
return true;
}
+10 -6
View File
@@ -12,8 +12,10 @@ public:
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary** options) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool testRenderFrame(AVFrame* frame) override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
virtual bool isPixelFormatSupported(int videoFormat, enum AVPixelFormat pixelFormat) override;
virtual AVPixelFormat getPreferredPixelFormat(int videoFormat) override;
private:
@@ -29,7 +31,7 @@ private:
int m_ViewportWidth;
int m_ViewportHeight;
int m_SwPixelFormat;
AVPixelFormat m_EGLImagePixelFormat;
void *m_EGLDisplay;
unsigned m_Textures[EGL_MAX_PLANES];
unsigned m_OverlayTextures[Overlay::OverlayMax];
@@ -44,18 +46,20 @@ private:
int m_ColorSpace;
bool m_ColorFull;
bool m_BlockingSwapBuffers;
AVFrame* m_LastFrame;
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC m_glEGLImageTargetTexture2DOES;
PFNGLGENVERTEXARRAYSOESPROC m_glGenVertexArraysOES;
PFNGLBINDVERTEXARRAYOESPROC m_glBindVertexArrayOES;
PFNGLDELETEVERTEXARRAYSOESPROC m_glDeleteVertexArraysOES;
#define PARAM_YUVMAT 0
#define PARAM_OFFSET 1
#define PARAM_PLANE1 2
#define PARAM_PLANE2 3
#define NV12_PARAM_YUVMAT 0
#define NV12_PARAM_OFFSET 1
#define NV12_PARAM_PLANE1 2
#define NV12_PARAM_PLANE2 3
#define OPAQUE_PARAM_TEXTURE 0
int m_ShaderProgramParams[4];
#define PARAM_TEXTURE 0
#define OVERLAY_PARAM_TEXTURE 0
int m_OverlayShaderProgramParams[1];
int m_OldContextProfileMask;
+72 -22
View File
@@ -10,7 +10,12 @@
MmalRenderer::MmalRenderer()
: m_Renderer(nullptr),
m_InputPort(nullptr),
m_BackgroundRenderer(nullptr)
m_BackgroundRenderer(nullptr),
m_Window(nullptr),
m_VideoWidth(0),
m_VideoHeight(0),
m_LastWindowPosX(-1),
m_LastWindowPosY(-1)
{
}
@@ -46,10 +51,67 @@ bool MmalRenderer::prepareDecoderContext(AVCodecContext* context, AVDictionary**
return true;
}
void MmalRenderer::updateDisplayRegion()
{
MMAL_STATUS_T status;
int currentPosX, currentPosY;
MMAL_DISPLAYREGION_T dr;
dr.hdr.id = MMAL_PARAMETER_DISPLAYREGION;
dr.hdr.size = sizeof(MMAL_DISPLAYREGION_T);
dr.set = MMAL_DISPLAY_SET_DEST_RECT;
SDL_GetWindowPosition(m_Window, &currentPosX, &currentPosY);
if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_INPUT_FOCUS) == 0) {
dr.dest_rect.x = 0;
dr.dest_rect.y = 0;
dr.dest_rect.width = 0;
dr.dest_rect.height = 0;
// Force a re-evaluation next time
m_LastWindowPosX = -1;
m_LastWindowPosY = -1;
}
else if (m_LastWindowPosX != currentPosX || m_LastWindowPosY != currentPosY) {
SDL_Rect src, dst;
src.x = src.y = 0;
src.w = m_VideoWidth;
src.h = m_VideoHeight;
dst.x = dst.y = 0;
SDL_GetWindowSize(m_Window, &dst.w, &dst.h);
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
dr.dest_rect.x = currentPosX + dst.x;
dr.dest_rect.y = currentPosY + dst.y;
dr.dest_rect.width = dst.w;
dr.dest_rect.height = dst.h;
m_LastWindowPosX = currentPosX;
m_LastWindowPosY = currentPosY;
}
else {
// Nothing to do
return;
}
status = mmal_port_parameter_set(m_InputPort, &dr.hdr);
if (status != MMAL_SUCCESS) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"mmal_port_parameter_set() failed: %x (%s)",
status, mmal_status_to_string(status));
}
}
bool MmalRenderer::initialize(PDECODER_PARAMETERS params)
{
MMAL_STATUS_T status;
m_Window = params->window;
m_VideoWidth = params->width;
m_VideoHeight = params->height;
// Clear the background if possible
setupBackground(params);
@@ -107,23 +169,6 @@ bool MmalRenderer::initialize(PDECODER_PARAMETERS params)
dr.src_rect.width = params->width;
dr.src_rect.height = params->height;
{
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_parameter_set(m_InputPort, &dr.hdr);
if (status != MMAL_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -131,6 +176,9 @@ bool MmalRenderer::initialize(PDECODER_PARAMETERS params)
status, mmal_status_to_string(status));
return false;
}
// Set the destination display region
updateDisplayRegion();
}
status = mmal_port_enable(m_InputPort, InputPortCallback);
@@ -179,17 +227,16 @@ void MmalRenderer::InputPortCallback(MMAL_PORT_T*, MMAL_BUFFER_HEADER_T* buffer)
mmal_buffer_header_release(buffer);
}
enum AVPixelFormat MmalRenderer::getPreferredPixelFormat(int videoFormat)
enum AVPixelFormat MmalRenderer::getPreferredPixelFormat(int)
{
// Opaque MMAL buffers
SDL_assert(videoFormat == VIDEO_FORMAT_H264);
return AV_PIX_FMT_MMAL;
}
int MmalRenderer::getRendererAttributes()
{
// This renderer can only draw in full-screen and maxes out at 1080p
return RENDERER_ATTRIBUTE_FULLSCREEN_ONLY | RENDERER_ATTRIBUTE_1080P_MAX;
// This renderer maxes out at 1080p
return RENDERER_ATTRIBUTE_1080P_MAX;
}
bool MmalRenderer::needsTestFrame()
@@ -209,6 +256,9 @@ void MmalRenderer::renderFrame(AVFrame* frame)
MMAL_BUFFER_HEADER_T* buffer = (MMAL_BUFFER_HEADER_T*)frame->data[3];
MMAL_STATUS_T status;
// Update the destination display region in case the window moved
updateDisplayRegion();
status = mmal_port_send_buffer(m_InputPort, buffer);
if (status != MMAL_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -22,10 +22,14 @@ private:
static void InputPortCallback(MMAL_PORT_T* port, MMAL_BUFFER_HEADER_T* buffer);
void setupBackground(PDECODER_PARAMETERS params);
void updateDisplayRegion();
MMAL_COMPONENT_T* m_Renderer;
MMAL_PORT_T* m_InputPort;
SDL_Renderer* m_BackgroundRenderer;
SDL_Window* m_Window;
int m_VideoWidth, m_VideoHeight;
int m_LastWindowPosX, m_LastWindowPosY;
};
@@ -10,9 +10,60 @@ extern "C" {
}
#ifdef HAVE_EGL
// SDL_egl.h have too many conflicts, we will do without
typedef void *EGLDisplay;
#define MESA_EGL_NO_X11_HEADERS
#define EGL_NO_X11
#include <SDL_egl.h>
#ifndef EGL_VERSION_1_5
typedef intptr_t EGLAttrib;
typedef void *EGLImage;
#endif
#if !defined(EGL_VERSION_1_5) || !defined(EGL_EGL_PROTOTYPES)
typedef EGLImage (EGLAPIENTRYP PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image);
typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list);
#endif
#if !defined(EGL_KHR_image) || !defined(EGL_EGLEXT_PROTOTYPES)
// EGL_KHR_image technically uses EGLImageKHR instead of EGLImage, but they're compatible
// so we swap them here to avoid mixing them all over the place
typedef EGLImage (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImage image);
#endif
#if !defined(EGL_EXT_platform_base) || !defined(EGL_EGLEXT_PROTOTYPES)
typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list);
#endif
#ifndef EGL_EXT_image_dma_buf_import
#define EGL_LINUX_DMA_BUF_EXT 0x3270
#define EGL_LINUX_DRM_FOURCC_EXT 0x3271
#define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272
#define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273
#define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274
#define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275
#define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276
#define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277
#define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278
#define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279
#define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A
#endif
#ifndef EGL_EXT_image_dma_buf_import_modifiers
#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440
#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441
#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442
#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443
#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444
#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445
#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446
#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447
#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448
#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449
#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A
#endif
#define EGL_MAX_PLANES 4
class EGLExtensions {
@@ -35,6 +86,13 @@ public:
virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary** options) = 0;
virtual void renderFrame(AVFrame* frame) = 0;
virtual bool testRenderFrame(AVFrame*) {
// If the renderer doesn't provide an explicit test routine,
// we will always assume that any returned AVFrame can be
// rendered successfully.
return true;
}
virtual bool needsTestFrame() {
// No test frame required by default
return false;
@@ -65,7 +123,7 @@ public:
return true;
}
virtual enum AVPixelFormat getPreferredPixelFormat(int videoFormat) {
virtual AVPixelFormat getPreferredPixelFormat(int videoFormat) {
if (videoFormat == VIDEO_FORMAT_H265_MAIN10) {
// 10-bit YUV 4:2:0
return AV_PIX_FMT_P010;
@@ -76,7 +134,7 @@ public:
}
}
virtual bool isPixelFormatSupported(int videoFormat, enum AVPixelFormat pixelFormat) {
virtual bool isPixelFormatSupported(int videoFormat, AVPixelFormat pixelFormat) {
// By default, we only support the preferred pixel format
return getPreferredPixelFormat(videoFormat) == pixelFormat;
}
@@ -92,6 +150,10 @@ public:
return false;
}
virtual AVPixelFormat getEGLImagePixelFormat() {
return AV_PIX_FMT_NONE;
}
virtual bool initializeEGL(EGLDisplay,
const EGLExtensions &) {
return false;
@@ -351,3 +351,36 @@ Exit:
av_frame_free(&swFrame);
}
}
bool SdlRenderer::testRenderFrame(AVFrame* frame)
{
// If we are acting as the frontend for a hardware
// accelerated decoder, we'll need to read the frame
// back to render it. Test that this can be done
// for the given frame successfully.
if (frame->hw_frames_ctx != nullptr) {
auto hwFrameCtx = (AVHWFramesContext*)frame->hw_frames_ctx->data;
AVFrame* swFrame = av_frame_alloc();
if (swFrame == nullptr) {
return false;
}
swFrame->width = frame->width;
swFrame->height = frame->height;
swFrame->format = hwFrameCtx->sw_format;
int err = av_hwframe_transfer_data(swFrame, frame, 0);
av_frame_free(&swFrame);
if (err != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_transfer_data() failed: %d",
err);
return false;
}
}
return true;
}
@@ -11,6 +11,7 @@ public:
virtual void renderFrame(AVFrame* frame) override;
virtual bool isRenderThreadSupported() override;
virtual bool isPixelFormatSupported(int videoFormat, enum AVPixelFormat pixelFormat) override;
virtual bool testRenderFrame(AVFrame* frame) override;
private:
void renderOverlay(Overlay::OverlayType type);
+81 -64
View File
@@ -5,22 +5,23 @@
#include <streaming/streamutils.h>
#include <SDL_syswm.h>
#ifdef HAVE_EGL
#include <SDL_egl.h>
#endif
#include <unistd.h>
#include <fcntl.h>
VAAPIRenderer::VAAPIRenderer()
: m_HwContext(nullptr),
m_DrmFd(-1),
m_BlacklistedForDirectRendering(false)
{
#ifdef HAVE_EGL
m_PrimeDescriptor.num_layers = 0;
m_PrimeDescriptor.num_objects = 0;
m_EGLExtDmaBuf = false;
m_eglCreateImage = nullptr;
m_eglCreateImageKHR = nullptr;
m_eglDestroyImage = nullptr;
m_eglDestroyImageKHR = nullptr;
#endif
}
@@ -39,10 +40,6 @@ VAAPIRenderer::~VAAPIRenderer()
vaTerminate(display);
}
}
if (m_DrmFd != -1) {
close(m_DrmFd);
}
}
VADisplay
@@ -90,41 +87,17 @@ VAAPIRenderer::openDisplay(SDL_Window* window)
return nullptr;
#endif
}
// TODO: Upstream a better solution for SDL_GetWindowWMInfo on KMSDRM
else if (strcmp(SDL_GetCurrentVideoDriver(), "KMSDRM") == 0) {
#ifdef HAVE_LIBVA_DRM
if (m_DrmFd < 0) {
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 nullptr;
}
}
display = vaGetDisplayDRM(m_DrmFd);
#if defined(SDL_VIDEO_DRIVER_KMSDRM) && defined(HAVE_LIBVA_DRM) && SDL_VERSION_ATLEAST(2, 0, 15)
else if (info.subsystem == SDL_SYSWM_KMSDRM) {
SDL_assert(info.info.kmsdrm.drm_fd >= 0);
display = vaGetDisplayDRM(info.info.kmsdrm.drm_fd);
if (display == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to open DRM display for VAAPI");
return nullptr;
}
#else
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Moonlight not compiled with VAAPI DRM support!");
return nullptr;
#endif
}
#endif
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unsupported VAAPI rendering subsystem: %d",
@@ -259,12 +232,12 @@ VAAPIRenderer::initialize(PDECODER_PARAMETERS params)
"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
// we're using Wayland, we have no choice but to use VAAPI because VDPAU
// Older versions of the Gallium VAAPI driver have a nasty memory leak that
// causes memory to be leaked for each submitted frame. I believe this is
// resolved in the libva2 drivers (VAAPI 1.x).
// If we're using Wayland, we have no choice but to use VAAPI because VDPAU
// is only supported under X11 or XWayland.
if (qgetenv("FORCE_VAAPI") != "1" && !WMUtils::isRunningWayland()) {
if (major == 0 && qgetenv("FORCE_VAAPI") != "1" && !WMUtils::isRunningWayland()) {
if (vendorStr.contains("AMD", Qt::CaseInsensitive) ||
vendorStr.contains("Radeon", Qt::CaseInsensitive)) {
// Fail and let VDPAU pick this up
@@ -510,6 +483,10 @@ VAAPIRenderer::canExportEGL() {
return true;
}
AVPixelFormat VAAPIRenderer::getEGLImagePixelFormat() {
return AV_PIX_FMT_NV12;
}
bool
VAAPIRenderer::initializeEGL(EGLDisplay,
const EGLExtensions &ext) {
@@ -519,6 +496,20 @@ VAAPIRenderer::initializeEGL(EGLDisplay,
return false;
}
m_EGLExtDmaBuf = ext.isSupported("EGL_EXT_image_dma_buf_import_modifiers");
// NB: eglCreateImage() and eglCreateImageKHR() have slightly different definitions
m_eglCreateImage = (typeof(m_eglCreateImage))eglGetProcAddress("eglCreateImage");
m_eglCreateImageKHR = (typeof(m_eglCreateImageKHR))eglGetProcAddress("eglCreateImageKHR");
m_eglDestroyImage = (typeof(m_eglDestroyImage))eglGetProcAddress("eglDestroyImage");
m_eglDestroyImageKHR = (typeof(m_eglDestroyImageKHR))eglGetProcAddress("eglDestroyImageKHR");
if (!(m_eglCreateImage && m_eglDestroyImage) &&
!(m_eglCreateImageKHR && m_eglDestroyImageKHR)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Missing eglCreateImage()/eglDestroyImage() in EGL driver");
return false;
}
return true;
}
@@ -554,33 +545,54 @@ VAAPIRenderer::exportEGLImages(AVFrame *frame, EGLDisplay dpy,
const auto &layer = m_PrimeDescriptor.layers[i];
const auto &object = m_PrimeDescriptor.objects[layer.object_index[0]];
EGLAttrib attribs[17] = {
EGL_LINUX_DRM_FOURCC_EXT, (EGLint)layer.drm_format,
const int EGL_ATTRIB_COUNT = 17;
EGLAttrib attribs[EGL_ATTRIB_COUNT] = {
EGL_LINUX_DRM_FOURCC_EXT, layer.drm_format,
EGL_WIDTH, i == 0 ? frame->width : frame->width / 2,
EGL_HEIGHT, i == 0 ? frame->height : frame->height / 2,
EGL_DMA_BUF_PLANE0_FD_EXT, object.fd,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, (EGLint)layer.offset[0],
EGL_DMA_BUF_PLANE0_PITCH_EXT, (EGLint)layer.pitch[0],
EGL_NONE,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, layer.offset[0],
EGL_DMA_BUF_PLANE0_PITCH_EXT, layer.pitch[0],
EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT, (EGLint)object.drm_format_modifier,
EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT, (EGLint)(object.drm_format_modifier >> 32),
EGL_NONE
};
if (m_EGLExtDmaBuf) {
const EGLAttrib extra[] = {
EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT,
(EGLint)object.drm_format_modifier,
EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT,
(EGLint)(object.drm_format_modifier >> 32),
EGL_NONE,
};
memcpy((void *)(&attribs[12]), (void *)extra, sizeof (extra));
// Cut off the attribute array before the modifiers if they aren't supported
if (!m_EGLExtDmaBuf) {
SDL_assert(attribs[12] == EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT);
SDL_assert(attribs[14] == EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT);
SDL_assert(attribs[16] == EGL_NONE);
attribs[12] = EGL_NONE;
}
images[i] = eglCreateImage(dpy, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
nullptr, attribs);
if (!images[i]) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"eglCreateImage() Failed: %d", eglGetError());
goto create_image_fail;
if (m_eglCreateImage) {
images[i] = m_eglCreateImage(dpy, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
nullptr, attribs);
if (!images[i]) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"eglCreateImage() Failed: %d", eglGetError());
goto create_image_fail;
}
}
else {
// Cast the EGLAttrib array elements to EGLint for the KHR extension
EGLint intAttribs[EGL_ATTRIB_COUNT];
for (int i = 0; i < EGL_ATTRIB_COUNT; i++) {
intAttribs[i] = (EGLint)attribs[i];
}
images[i] = m_eglCreateImageKHR(dpy, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
nullptr, intAttribs);
if (!images[i]) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"eglCreateImageKHR() Failed: %d", eglGetError());
goto create_image_fail;
}
}
++count;
}
return count;
@@ -595,7 +607,12 @@ sync_fail:
void
VAAPIRenderer::freeEGLImages(EGLDisplay dpy, EGLImage images[EGL_MAX_PLANES]) {
for (size_t i = 0; i < m_PrimeDescriptor.num_layers; ++i) {
eglDestroyImage(dpy, images[i]);
if (m_eglDestroyImage) {
m_eglDestroyImage(dpy, images[i]);
}
else {
m_eglDestroyImageKHR(dpy, images[i]);
}
}
for (size_t i = 0; i < m_PrimeDescriptor.num_objects; ++i) {
close(m_PrimeDescriptor.objects[i].fd);
+5 -1
View File
@@ -44,6 +44,7 @@ public:
virtual int getDecoderColorspace() override;
#ifdef HAVE_EGL
virtual bool canExportEGL() override;
virtual AVPixelFormat getEGLImagePixelFormat() override;
virtual bool initializeEGL(EGLDisplay dpy, const EGLExtensions &ext) override;
virtual ssize_t exportEGLImages(AVFrame *frame, EGLDisplay dpy, EGLImage images[EGL_MAX_PLANES]) override;
virtual void freeEGLImages(EGLDisplay dpy, EGLImage[EGL_MAX_PLANES]) override;
@@ -54,7 +55,6 @@ private:
int m_WindowSystem;
AVBufferRef* m_HwContext;
int m_DrmFd;
bool m_BlacklistedForDirectRendering;
#ifdef HAVE_LIBVA_X11
@@ -69,5 +69,9 @@ private:
#ifdef HAVE_EGL
VADRMPRIMESurfaceDescriptor m_PrimeDescriptor;
bool m_EGLExtDmaBuf;
PFNEGLCREATEIMAGEPROC m_eglCreateImage;
PFNEGLDESTROYIMAGEPROC m_eglDestroyImage;
PFNEGLCREATEIMAGEKHRPROC m_eglCreateImageKHR;
PFNEGLDESTROYIMAGEKHRPROC m_eglDestroyImageKHR;
#endif
};
+5 -1
View File
@@ -281,8 +281,8 @@ public:
// Queue this sample for the next v-sync
CMSampleTimingInfo timingInfo = {
.duration = kCMTimeInvalid,
.presentationTimeStamp = CMClockMakeHostTimeFromSystemUnits(mach_absolute_time()),
.decodeTimeStamp = kCMTimeInvalid,
.presentationTimeStamp = CMClockMakeHostTimeFromSystemUnits(mach_absolute_time())
};
CMSampleBufferRef sampleBuffer;
@@ -365,6 +365,7 @@ public:
if ([device.name containsString:@" 5"]) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No HEVC Main10 support on Skylake iGPU");
[device release];
return false;
}
}
@@ -375,10 +376,13 @@ public:
[device.name containsString:@" M3"]) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No HEVC Main10 support on AMD GPUs until Polaris");
[device release];
return false;
}
}
}
[device release];
}
else
#endif
+172 -124
View File
@@ -51,7 +51,7 @@ bool FFmpegVideoDecoder::isHardwareAccelerated()
bool FFmpegVideoDecoder::isAlwaysFullScreen()
{
return m_BackendRenderer->getRendererAttributes() & RENDERER_ATTRIBUTE_FULLSCREEN_ONLY;
return m_FrontendRenderer->getRendererAttributes() & RENDERER_ATTRIBUTE_FULLSCREEN_ONLY;
}
int FFmpegVideoDecoder::getDecoderCapabilities()
@@ -117,7 +117,8 @@ enum AVPixelFormat FFmpegVideoDecoder::ffGetFormat(AVCodecContext* context,
}
FFmpegVideoDecoder::FFmpegVideoDecoder(bool testOnly)
: m_VideoDecoderCtx(nullptr),
: m_Pkt(av_packet_alloc()),
m_VideoDecoderCtx(nullptr),
m_DecodeBuffer(1024 * 1024, 0),
m_HwDecodeCfg(nullptr),
m_BackendRenderer(nullptr),
@@ -132,8 +133,6 @@ FFmpegVideoDecoder::FFmpegVideoDecoder(bool testOnly)
m_NeedsSpsFixup(false),
m_TestOnly(testOnly)
{
av_init_packet(&m_Pkt);
SDL_zero(m_ActiveWndVideoStats);
SDL_zero(m_LastWndVideoStats);
SDL_zero(m_GlobalVideoStats);
@@ -151,6 +150,8 @@ FFmpegVideoDecoder::~FFmpegVideoDecoder()
// to preserve the log level across reset() during
// test initialization.
av_log_set_level(AV_LOG_INFO);
av_packet_free(&m_Pkt);
}
IFFmpegRenderer* FFmpegVideoDecoder::getBackendRenderer()
@@ -192,17 +193,22 @@ void FFmpegVideoDecoder::reset()
}
}
bool FFmpegVideoDecoder::createFrontendRenderer(PDECODER_PARAMETERS params)
bool FFmpegVideoDecoder::createFrontendRenderer(PDECODER_PARAMETERS params, bool eglOnly)
{
if (eglOnly) {
#ifdef HAVE_EGL
if (m_BackendRenderer->canExportEGL()) {
m_FrontendRenderer = new EGLRenderer(m_BackendRenderer);
if (m_FrontendRenderer->initialize(params)) {
return true;
if (m_BackendRenderer->canExportEGL()) {
m_FrontendRenderer = new EGLRenderer(m_BackendRenderer);
if (m_FrontendRenderer->initialize(params)) {
return true;
}
delete m_FrontendRenderer;
m_FrontendRenderer = nullptr;
}
delete m_FrontendRenderer;
}
#endif
// If we made it here, we failed to create the EGLRenderer
return false;
}
if (m_BackendRenderer->isDirectRenderingSupported()) {
// The backend renderer can render to the display
@@ -220,13 +226,13 @@ bool FFmpegVideoDecoder::createFrontendRenderer(PDECODER_PARAMETERS params)
return true;
}
bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, PDECODER_PARAMETERS params, bool testFrame)
bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, PDECODER_PARAMETERS params, bool testFrame, bool eglOnly)
{
// In test-only mode, we should only see test frames
SDL_assert(!m_TestOnly || testFrame);
// Create the frontend renderer based on the capabilities of the backend renderer
if (!createFrontendRenderer(params)) {
if (!createFrontendRenderer(params, eglOnly)) {
return false;
}
@@ -311,16 +317,16 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, PDECODER_PARAM
if (testFrame) {
switch (params->videoFormat) {
case VIDEO_FORMAT_H264:
m_Pkt.data = (uint8_t*)k_H264TestFrame;
m_Pkt.size = sizeof(k_H264TestFrame);
m_Pkt->data = (uint8_t*)k_H264TestFrame;
m_Pkt->size = sizeof(k_H264TestFrame);
break;
case VIDEO_FORMAT_H265:
m_Pkt.data = (uint8_t*)k_HEVCMainTestFrame;
m_Pkt.size = sizeof(k_HEVCMainTestFrame);
m_Pkt->data = (uint8_t*)k_HEVCMainTestFrame;
m_Pkt->size = sizeof(k_HEVCMainTestFrame);
break;
case VIDEO_FORMAT_H265_MAIN10:
m_Pkt.data = (uint8_t*)k_HEVCMain10TestFrame;
m_Pkt.size = sizeof(k_HEVCMain10TestFrame);
m_Pkt->data = (uint8_t*)k_HEVCMain10TestFrame;
m_Pkt->size = sizeof(k_HEVCMain10TestFrame);
break;
default:
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -341,7 +347,7 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, PDECODER_PARAM
for (int retries = 0; retries < 5; retries++) {
// Most FFmpeg decoders process input using a "push" model.
// We'll see those fail here if the format is not supported.
err = avcodec_send_packet(m_VideoDecoderCtx, &m_Pkt);
err = avcodec_send_packet(m_VideoDecoderCtx, m_Pkt);
if (err < 0) {
av_frame_free(&frame);
char errorstring[512];
@@ -364,6 +370,14 @@ bool FFmpegVideoDecoder::completeInitialization(AVCodec* decoder, PDECODER_PARAM
}
}
// Allow the renderer to do any validation it wants on this frame
if (!m_FrontendRenderer->testRenderFrame(frame)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Render test failed");
av_frame_free(&frame);
return false;
}
av_frame_free(&frame);
if (err < 0) {
char errorstring[512];
@@ -522,6 +536,10 @@ IFFmpegRenderer* FFmpegVideoDecoder::createHwAccelRenderer(const AVCodecHWConfig
#ifdef HAVE_LIBVDPAU
case AV_HWDEVICE_TYPE_VDPAU:
return new VDPAURenderer();
#endif
#ifdef HAVE_DRM
case AV_HWDEVICE_TYPE_DRM:
return new DrmRenderer();
#endif
default:
return nullptr;
@@ -550,42 +568,131 @@ bool FFmpegVideoDecoder::tryInitializeRenderer(AVCodec* decoder,
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)) {
// i == 0 - Indirect via EGL frontend with zero-copy DMA-BUF passing
// i == 1 - Direct rendering or indirect via SDL read-back
for (int i = 0; i < 2; i++) {
SDL_assert(m_BackendRenderer == nullptr);
if ((m_BackendRenderer = createRendererFunc()) != nullptr &&
m_BackendRenderer->initialize(params) &&
completeInitialization(decoder, params, m_TestOnly || m_BackendRenderer->needsTestFrame(), i == 0 /* EGL */)) {
if (m_TestOnly) {
// This decoder is only for testing capabilities, so don't bother
// creating a usable renderer
return true;
}
else {
SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION,
"Decoder failed to initialize after successful test");
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, i == 0 /* EGL */)) {
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 {
// No test required. Good to go now.
// Failed to initialize, so keep looking
reset();
}
}
// reset() must be called before we reach this point!
SDL_assert(m_BackendRenderer == nullptr);
return false;
}
#define TRY_PREFERRED_PIXEL_FORMAT(RENDERER_TYPE) \
{ \
RENDERER_TYPE renderer; \
if (renderer.getPreferredPixelFormat(params->videoFormat) == decoder->pix_fmts[i]) { \
if (tryInitializeRenderer(decoder, params, nullptr, \
[]() -> IFFmpegRenderer* { return new RENDERER_TYPE(); })) { \
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, \
"Chose " #RENDERER_TYPE " for codec %s due to preferred pixel format: 0x%x", \
decoder->name, decoder->pix_fmts[i]); \
return true; \
} \
} \
}
#define TRY_SUPPORTED_PIXEL_FORMAT(RENDERER_TYPE) \
{ \
RENDERER_TYPE renderer; \
if (renderer.isPixelFormatSupported(params->videoFormat, decoder->pix_fmts[i])) { \
if (tryInitializeRenderer(decoder, params, nullptr, \
[]() -> IFFmpegRenderer* { return new RENDERER_TYPE(); })) { \
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, \
"Chose " #RENDERER_TYPE " for codec %s due to compatible pixel format: 0x%x", \
decoder->name, decoder->pix_fmts[i]); \
return true; \
} \
} \
}
bool FFmpegVideoDecoder::tryInitializeRendererForDecoderByName(const char *decoderName,
PDECODER_PARAMETERS params)
{
AVCodec* decoder = avcodec_find_decoder_by_name(decoderName);
if (decoder == nullptr) {
return false;
}
// This might be a hwaccel decoder, so try any hw configs first
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, 0); })) {
return true;
}
}
else {
// Failed to initialize or test frame failed, so keep looking
reset();
if (decoder->pix_fmts == NULL) {
// Supported output pixel formats are unknown. We'll just try SDL and hope it can cope.
return tryInitializeRenderer(decoder, params, nullptr,
[]() -> IFFmpegRenderer* { return new SdlRenderer(); });
}
// Check if any of our decoders prefer any of the pixel formats first
for (int i = 0; decoder->pix_fmts[i] != AV_PIX_FMT_NONE; i++) {
#ifdef HAVE_DRM
TRY_PREFERRED_PIXEL_FORMAT(DrmRenderer);
#endif
#ifdef HAVE_MMAL
TRY_PREFERRED_PIXEL_FORMAT(MmalRenderer);
#endif
TRY_PREFERRED_PIXEL_FORMAT(SdlRenderer);
}
// Nothing prefers any of them. Let's see if anyone will tolerate one.
for (int i = 0; decoder->pix_fmts[i] != AV_PIX_FMT_NONE; i++) {
#ifdef HAVE_DRM
TRY_SUPPORTED_PIXEL_FORMAT(DrmRenderer);
#endif
#ifdef HAVE_MMAL
TRY_SUPPORTED_PIXEL_FORMAT(MmalRenderer);
#endif
TRY_SUPPORTED_PIXEL_FORMAT(SdlRenderer);
}
// If we made it here, we couldn't find anything
return false;
}
@@ -595,21 +702,18 @@ bool FFmpegVideoDecoder::initialize(PDECODER_PARAMETERS params)
av_log_set_level(AV_LOG_DEBUG);
// First try decoders that the user has manually specified via environment variables.
// These must output surfaces in one of the formats that the SDL renderer supports,
// These must output surfaces in one of the formats that one of our renderers supports,
// which is currently:
// - AV_PIX_FMT_YUV420P (preferred)
// - AV_PIX_FMT_DRM_PRIME
// - AV_PIX_FMT_MMAL
// - AV_PIX_FMT_YUV420P
// - AV_PIX_FMT_NV12
// - AV_PIX_FMT_NV21
// These formats should cover most/all decoders that output in a standard YUV format.
{
QString h264DecoderHint = qgetenv("H264_DECODER_HINT");
if (!h264DecoderHint.isEmpty() && (params->videoFormat & VIDEO_FORMAT_MASK_H264)) {
QByteArray decoderString = h264DecoderHint.toLocal8Bit();
AVCodec* customAvcDecoder = avcodec_find_decoder_by_name(decoderString.constData());
if (customAvcDecoder != nullptr &&
tryInitializeRenderer(customAvcDecoder, params, nullptr,
[]() -> IFFmpegRenderer* { return new SdlRenderer(); })) {
if (tryInitializeRendererForDecoderByName(decoderString.constData(), params)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using custom H.264 decoder (H264_DECODER_HINT): %s",
decoderString.constData());
@@ -626,11 +730,7 @@ bool FFmpegVideoDecoder::initialize(PDECODER_PARAMETERS params)
QString hevcDecoderHint = qgetenv("HEVC_DECODER_HINT");
if (!hevcDecoderHint.isEmpty() && (params->videoFormat & VIDEO_FORMAT_MASK_H265)) {
QByteArray decoderString = hevcDecoderHint.toLocal8Bit();
AVCodec* customHevcDecoder = avcodec_find_decoder_by_name(decoderString.constData());
if (customHevcDecoder != nullptr &&
tryInitializeRenderer(customHevcDecoder, params, nullptr,
[]() -> IFFmpegRenderer* { return new SdlRenderer(); })) {
if (tryInitializeRendererForDecoderByName(decoderString.constData(), params)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using custom HEVC decoder (HEVC_DECODER_HINT): %s",
decoderString.constData());
@@ -682,74 +782,22 @@ bool FFmpegVideoDecoder::initialize(PDECODER_PARAMETERS params)
}
// 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;
QList<const char *> knownAvcCodecs = { "h264_mmal", "h264_rkmpp", "h264_nvmpi", "h264_v4l2m2m" };
for (const char* codec : knownAvcCodecs) {
if (tryInitializeRendererForDecoderByName(codec, params)) {
return true;
}
}
}
#endif
#ifdef HAVE_DRM
{
// RKMPP is a hardware accelerated decoder that outputs DRI PRIME buffers
AVCodec* rkmppDecoder;
if (params->videoFormat & VIDEO_FORMAT_MASK_H264) {
rkmppDecoder = avcodec_find_decoder_by_name("h264_rkmpp");
}
else {
rkmppDecoder = avcodec_find_decoder_by_name("hevc_rkmpp");
}
if (rkmppDecoder != nullptr &&
tryInitializeRenderer(rkmppDecoder, params, nullptr,
[]() -> IFFmpegRenderer* { return new DrmRenderer(); })) {
return true;
else {
QList<const char *> knownHevcCodecs = { "hevc_rkmpp", "hevc_nvmpi", "hevc_v4l2m2m" };
for (const char* codec : knownHevcCodecs) {
if (tryInitializeRendererForDecoderByName(codec, params)) {
return true;
}
}
}
#endif
#ifdef Q_OS_LINUX
{
AVCodec* nvmpiDecoder;
if (params->videoFormat & VIDEO_FORMAT_MASK_H264) {
nvmpiDecoder = avcodec_find_decoder_by_name("h264_nvmpi");
}
else {
nvmpiDecoder = avcodec_find_decoder_by_name("hevc_nvmpi");
}
if (nvmpiDecoder != nullptr &&
tryInitializeRenderer(nvmpiDecoder, params, nullptr,
[]() -> IFFmpegRenderer* { return new SdlRenderer(); })) {
return true;
}
}
{
AVCodec* v4l2Decoder;
if (params->videoFormat & VIDEO_FORMAT_MASK_H264) {
v4l2Decoder = avcodec_find_decoder_by_name("h264_v4l2m2m");
}
else {
v4l2Decoder = avcodec_find_decoder_by_name("hevc_v4l2m2m");
}
if (v4l2Decoder != nullptr &&
tryInitializeRenderer(v4l2Decoder, params, nullptr,
[]() -> IFFmpegRenderer* { return new SdlRenderer(); })) {
return true;
}
}
#endif
// Look for the first matching hwaccel hardware decoder (pass 1)
// This picks up "second-tier" hwaccels like CUDA.
@@ -881,19 +929,19 @@ int FFmpegVideoDecoder::submitDecodeUnit(PDECODE_UNIT du)
entry = entry->next;
}
m_Pkt.data = reinterpret_cast<uint8_t*>(m_DecodeBuffer.data());
m_Pkt.size = offset;
m_Pkt->data = reinterpret_cast<uint8_t*>(m_DecodeBuffer.data());
m_Pkt->size = offset;
if (du->frameType == FRAME_TYPE_IDR) {
m_Pkt.flags = AV_PKT_FLAG_KEY;
m_Pkt->flags = AV_PKT_FLAG_KEY;
}
else {
m_Pkt.flags = 0;
m_Pkt->flags = 0;
}
m_ActiveWndVideoStats.totalReassemblyTime += du->enqueueTimeMs - du->receiveTimeMs;
err = avcodec_send_packet(m_VideoDecoderCtx, &m_Pkt);
err = avcodec_send_packet(m_VideoDecoderCtx, m_Pkt);
if (err < 0) {
char errorstring[512];
av_strerror(err, errorstring, sizeof(errorstring));
+6 -3
View File
@@ -26,7 +26,7 @@ public:
virtual IFFmpegRenderer* getBackendRenderer();
private:
bool completeInitialization(AVCodec* decoder, PDECODER_PARAMETERS params, bool testFrame);
bool completeInitialization(AVCodec* decoder, PDECODER_PARAMETERS params, bool testFrame, bool eglOnly);
void stringifyVideoStats(VIDEO_STATS& stats, char* output);
@@ -34,7 +34,10 @@ private:
void addVideoStats(VIDEO_STATS& src, VIDEO_STATS& dst);
bool createFrontendRenderer(PDECODER_PARAMETERS params);
bool createFrontendRenderer(PDECODER_PARAMETERS params, bool eglOnly);
bool tryInitializeRendererForDecoderByName(const char* decoderName,
PDECODER_PARAMETERS params);
bool tryInitializeRenderer(AVCodec* decoder,
PDECODER_PARAMETERS params,
@@ -51,7 +54,7 @@ private:
enum AVPixelFormat ffGetFormat(AVCodecContext* context,
const enum AVPixelFormat* pixFmts);
AVPacket m_Pkt;
AVPacket* m_Pkt;
AVCodecContext* m_VideoDecoderCtx;
QByteArray m_DecodeBuffer;
const AVCodecHWConfig* m_HwDecodeCfg;
+1
View File
@@ -7,4 +7,5 @@ namespace WMUtils {
bool isRunningX11();
bool isRunningWayland();
bool isRunningWindowManager();
bool isRunningDesktopEnvironment();
}
+1 -1
View File
@@ -1 +1 @@
3.0.0
3.1.1
+58 -8
View File
@@ -2,6 +2,8 @@
#include "utils.h"
#include <SDL.h>
#ifdef HAS_X11
#include <X11/Xlib.h>
#endif
@@ -10,14 +12,30 @@
#include <wayland-client.h>
#endif
#define VALUE_SET 0x01
#define VALUE_TRUE 0x02
bool WMUtils::isRunningX11()
{
#ifdef HAS_X11
Display* display = XOpenDisplay(nullptr);
if (display != nullptr) {
XCloseDisplay(display);
return true;
static SDL_atomic_t isRunningOnX11;
// If the value is not set yet, populate it now.
int val = SDL_AtomicGet(&isRunningOnX11);
if (!(val & VALUE_SET)) {
Display* display = XOpenDisplay(nullptr);
if (display != nullptr) {
XCloseDisplay(display);
}
// Populate the value to return and have for next time.
// This can race with another thread populating the same data,
// but that's no big deal.
val = VALUE_SET | ((display != nullptr) ? VALUE_TRUE : 0);
SDL_AtomicSet(&isRunningOnX11, val);
}
return !!(val & VALUE_TRUE);
#endif
return false;
@@ -26,11 +44,24 @@ bool WMUtils::isRunningX11()
bool WMUtils::isRunningWayland()
{
#ifdef HAS_WAYLAND
struct wl_display* display = wl_display_connect(nullptr);
if (display != nullptr) {
wl_display_disconnect(display);
return true;
static SDL_atomic_t isRunningOnWayland;
// If the value is not set yet, populate it now.
int val = SDL_AtomicGet(&isRunningOnWayland);
if (!(val & VALUE_SET)) {
struct wl_display* display = wl_display_connect(nullptr);
if (display != nullptr) {
wl_display_disconnect(display);
}
// Populate the value to return and have for next time.
// This can race with another thread populating the same data,
// but that's no big deal.
val = VALUE_SET | ((display != nullptr) ? VALUE_TRUE : 0);
SDL_AtomicSet(&isRunningOnWayland, val);
}
return !!(val & VALUE_TRUE);
#endif
return false;
@@ -46,3 +77,22 @@ bool WMUtils::isRunningWindowManager()
return WMUtils::isRunningWayland() || WMUtils::isRunningX11();
#endif
}
bool WMUtils::isRunningDesktopEnvironment()
{
if (qEnvironmentVariableIsSet("HAS_DESKTOP_ENVIRONMENT")) {
return qEnvironmentVariableIntValue("HAS_DESKTOP_ENVIRONMENT");
}
#if defined(Q_OS_WIN) || defined(Q_OS_DARWIN)
// Windows and macOS are always running a desktop environment
return true;
#elif defined(EMBEDDED_BUILD)
// Embedded systems don't run desktop environments
return false;
#else
// On non-embedded systems, assume we have a desktop environment
// if we have a WM running.
return isRunningWindowManager();
#endif
}
+6 -6
View File
@@ -17,22 +17,22 @@ environment:
install:
- sh: '[ "$BUILD_TARGET" != macos ] || nvm use node'
- sh: '[ "$BUILD_TARGET" != macos ] || npm install --global create-dmg'
- sh: '[ "$BUILD_TARGET" != macos ] || brew install qt'
- sh: '[ "$BUILD_TARGET" != macos ] || brew link --force qt'
- sh: '[ "$BUILD_TARGET" != steamlink ] || sudo apt install -y libc6:i386 libstdc++6:i386'
- sh: '[ "$BUILD_TARGET" != steamlink ] || git clone --depth=1 https://github.com/ValveSoftware/steamlink-sdk.git $HOME/steamlink-sdk'
- sh: '[ "$BUILD_TARGET" != linux ] || sudo add-apt-repository ppa:beineri/opt-qt-5.14.2-xenial'
- sh: '[ "$BUILD_TARGET" != linux ] || sudo apt update'
- sh: '[ "$BUILD_TARGET" != linux ] || sudo apt install -y qt514base qt514quickcontrols2 qt514svg qt514wayland nasm libgbm-dev libdrm-dev libfreetype6-dev libasound2-dev libdbus-1-dev libegl1-mesa-dev libgl1-mesa-dev libgles2-mesa-dev libglu1-mesa-dev libibus-1.0-dev libpulse-dev libudev-dev libx11-dev libxcursor-dev libxext-dev libxi-dev libxinerama-dev libxkbcommon-dev libxrandr-dev libxss-dev libxt-dev libxv-dev libxxf86vm-dev wayland-protocols libopus-dev libvdpau-dev'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export SDL2_VER=2.0.14 && wget https://www.libsdl.org/release/SDL2-$SDL2_VER.tar.gz && tar -xvf SDL2-$SDL2_VER.tar.gz && cd SDL2-$SDL2_VER && ./configure && make -j$(nproc) && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export SDL2_REV=dfa64eadd38a6a8125290dcf121f1bc285e98dad && git clone https://github.com/libsdl-org/SDL.git SDL2 && cd SDL2 && git checkout $SDL2_REV && ./configure --enable-video-kmsdrm && make -j$(nproc) && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export SDL2_TTF_VER=2.0.15 && wget https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-$SDL2_TTF_VER.tar.gz && tar -xvf SDL2_ttf-$SDL2_TTF_VER.tar.gz && cd SDL2_ttf-$SDL2_TTF_VER && ./configure && make -j$(nproc) && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export LIBVA_VER=2.10.0 && wget https://github.com/intel/libva/releases/download/$LIBVA_VER/libva-$LIBVA_VER.tar.bz2 && tar -xvf libva-$LIBVA_VER.tar.bz2 && cd libva-$LIBVA_VER && ./configure && make -j$(nproc) && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export LIBVA_VER=2.11.0 && git clone https://github.com/intel/libva.git && cd libva && git checkout $LIBVA_VER && ./autogen.sh && ./configure && make -j$(nproc) && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export NVHDR_VER=8.1.24.12 && wget https://github.com/FFmpeg/nv-codec-headers/releases/download/n$NVHDR_VER/nv-codec-headers-$NVHDR_VER.tar.gz && tar -xvf nv-codec-headers-$NVHDR_VER.tar.gz && cd nv-codec-headers-$NVHDR_VER && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export FFMPEG_VER=4.3.1 && wget https://ffmpeg.org/releases/ffmpeg-$FFMPEG_VER.tar.bz2 && tar -xvf ffmpeg-$FFMPEG_VER.tar.bz2 && cd ffmpeg-$FFMPEG_VER && ./configure $FFMPEG_CONFIGURE_ARGS && make -j$(nproc) && sudo make install && sudo ldconfig && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then mkdir $HOME/bin && wget -O $HOME/bin/linuxdeployqt https://github.com/probonopd/linuxdeployqt/releases/download/continuous/linuxdeployqt-continuous-x86_64.AppImage && chmod a+x $HOME/bin/linuxdeployqt; fi'
before_build:
- 'git submodule update --init --recursive'
- 'git -c submodule.libs.update=none submodule update --init --recursive'
- cmd: 'git submodule update --init --recursive'
- sh: '[ "$BUILD_TARGET" != macos ] || git submodule update --init --recursive'
- cmd: 'set OLDPATH=%PATH%'
- cmd: 'set /p VERSION=<app\version.txt'
- sh: 'export VERSION=`cat app/version.txt`'
@@ -45,7 +45,7 @@ build_script:
- cmd: 'scripts\generate-bundle.bat Release'
- sh: '[ "$BUILD_TARGET" != linux ] || source /opt/qt514/bin/qt514-env.sh'
- sh: '[ "$BUILD_TARGET" != linux ] || PATH=$PATH:$HOME/bin scripts/build-appimage.sh'
- sh: '[ "$BUILD_TARGET" != macos ] || scripts/generate-dmg.sh Release'
- sh: '[ "$BUILD_TARGET" != macos ] || PATH=$PATH:$HOME/Qt/5.15/clang_64/bin scripts/generate-dmg.sh Release'
- sh: '[ "$BUILD_TARGET" != steamlink ] || STEAMLINK_SDK_PATH=$HOME/steamlink-sdk scripts/build-steamlink-app.sh'
after_build:
Submodule
+1
Submodule libs added at c5149747ff
@@ -1 +0,0 @@
Versions/Current/Headers
@@ -1 +0,0 @@
Versions/Current/Resources
-1
View File
@@ -1 +0,0 @@
Versions/Current/SDL2
@@ -1 +0,0 @@
Versions/Current/Resources
@@ -1,16 +0,0 @@
HIDAPI Authors:
Alan Ott <alan@signal11.us>:
Original Author and Maintainer
Linux, Windows, and Mac implementations
Ludovic Rousseau <rousseau@debian.org>:
Formatting for Doxygen documentation
Bug fixes
Correctness fixes
For a comprehensive list of contributions, see the commit list at github:
https://github.com/libusb/hidapi/commits/master
@@ -1,46 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>BuildMachineOSBuild</key>
<string>19H114</string>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>hidapi</string>
<key>CFBundleIdentifier</key>
<string>org.libsdl.hidapi</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>hidapi</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>MacOSX</string>
</array>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>DTCompiler</key>
<string>com.apple.compilers.llvm.clang.1_0</string>
<key>DTPlatformBuild</key>
<string>12C33</string>
<key>DTPlatformName</key>
<string>macosx</string>
<key>DTPlatformVersion</key>
<string>11.1</string>
<key>DTSDKBuild</key>
<string>20C63</string>
<key>DTSDKName</key>
<string>macosx11.1</string>
<key>DTXcode</key>
<string>1230</string>
<key>DTXcodeBuild</key>
<string>12C33</string>
<key>LSMinimumSystemVersion</key>
<string>10.6</string>
</dict>
</plist>
@@ -1,26 +0,0 @@
Copyright (c) 2010, Alan Ott, Signal 11 Software
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of Signal 11 Software nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
@@ -1,674 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
@@ -1,9 +0,0 @@
HIDAPI - Multi-Platform library for
communication with HID devices.
Copyright 2009, Alan Ott, Signal 11 Software.
All Rights Reserved.
This software may be used by anyone for any reason so
long as the copyright notice in the source files
remains intact.
@@ -1,13 +0,0 @@
HIDAPI can be used under one of three licenses.
1. The GNU General Public License, version 3.0, in LICENSE-gpl3.txt
2. A BSD-Style License, in LICENSE-bsd.txt.
3. The more liberal original HIDAPI license. LICENSE-orig.txt
The license chosen is at the discretion of the user of HIDAPI. For example:
1. An author of GPL software would likely use HIDAPI under the terms of the
GPL.
2. An author of commercial closed-source software would likely use HIDAPI
under the terms of the BSD-style license or the original HIDAPI license.
@@ -1,207 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>files</key>
<dict>
<key>Resources/AUTHORS.txt</key>
<data>
MKG+c/Ng8ZXbj7p1G5WReTJm06Y=
</data>
<key>Resources/Info.plist</key>
<data>
8Yk54YzUKmLCGTNkmc8LiukTgFM=
</data>
<key>Resources/LICENSE-bsd.txt</key>
<data>
fd5CtMb9r65yLY0HVWttnbpNKWM=
</data>
<key>Resources/LICENSE-gpl3.txt</key>
<data>
hiS82uVbru8AzRHV38+mD2hxCgI=
</data>
<key>Resources/LICENSE-orig.txt</key>
<data>
ZgR9vPP9aJyZRyJm9a0UHFPW8sY=
</data>
<key>Resources/LICENSE.txt</key>
<data>
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</dict>
<key>files2</key>
<dict>
<key>Resources/AUTHORS.txt</key>
<dict>
<key>hash</key>
<data>
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<key>hash2</key>
<data>
syens6RZflkCVW7D6EB8vdHiiKvUYjt7S1bRTUnoTss=
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<key>Resources/Info.plist</key>
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<key>hash</key>
<data>
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<key>hash2</key>
<data>
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</dict>
<key>Resources/LICENSE-bsd.txt</key>
<dict>
<key>hash</key>
<data>
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<key>hash2</key>
<data>
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<key>Resources/LICENSE-gpl3.txt</key>
<dict>
<key>hash</key>
<data>
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<key>hash2</key>
<data>
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<key>Resources/LICENSE-orig.txt</key>
<dict>
<key>hash</key>
<data>
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+1Q2qmPRtxqN+/dOyvGltOHsTff4AHTRH+yZKE9pyl8=
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<key>Resources/LICENSE.txt</key>
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<key>hash</key>
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<key>rules</key>
<dict>
<key>^Resources/</key>
<true/>
<key>^Resources/.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^Resources/.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
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<key>^Resources/Base\.lproj/</key>
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<key>weight</key>
<real>1010</real>
</dict>
<key>^version.plist$</key>
<true/>
</dict>
<key>rules2</key>
<dict>
<key>.*\.dSYM($|/)</key>
<dict>
<key>weight</key>
<real>11</real>
</dict>
<key>^(.*/)?\.DS_Store$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>2000</real>
</dict>
<key>^(Frameworks|SharedFrameworks|PlugIns|Plug-ins|XPCServices|Helpers|MacOS|Library/(Automator|Spotlight|LoginItems))/</key>
<dict>
<key>nested</key>
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<key>weight</key>
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<key>^.*</key>
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<key>^Info\.plist$</key>
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<key>^PkgInfo$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
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<key>^Resources/</key>
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<key>weight</key>
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<key>^Resources/.*\.lproj/</key>
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<key>optional</key>
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<real>1000</real>
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<key>^Resources/.*\.lproj/locversion.plist$</key>
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<key>omit</key>
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<real>1100</real>
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<key>^Resources/Base\.lproj/</key>
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<key>^[^/]+$</key>
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<key>nested</key>
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<real>10</real>
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<key>^embedded\.provisionprofile$</key>
<dict>
<key>weight</key>
<real>20</real>
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<key>^version\.plist$</key>
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</dict>
</dict>
</dict>
</plist>
@@ -1 +0,0 @@
Versions/Current/hidapi
@@ -1,138 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL.h
*
* Main include header for the SDL library
*/
#ifndef SDL_h_
#define SDL_h_
#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
#include "SDL_joystick.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_metal.h"
#include "SDL_mutex.h"
#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"
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"
#include "SDL_locale.h"
#include "SDL_misc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001u
#define SDL_INIT_AUDIO 0x00000010u
#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#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_SENSOR \
)
/* @} */
/**
* This function initializes the subsystems specified by \c flags
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/**
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
* shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
/**
* This function cleans up specific SDL subsystems
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
/**
* This function returns a mask of the specified subsystems which have
* previously been initialized.
*
* If \c flags is 0, it returns a mask of all initialized subsystems.
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
/**
* This function cleans up all initialized subsystems. You should
* call it upon all exit conditions.
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_h_ */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,295 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_assert_h_
#define SDL_assert_h_
#include "SDL_config.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifndef SDL_ASSERT_LEVEL
#ifdef SDL_DEFAULT_ASSERT_LEVEL
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
#elif defined(_DEBUG) || defined(DEBUG) || \
(defined(__GNUC__) && !defined(__OPTIMIZE__))
#define SDL_ASSERT_LEVEL 2
#else
#define SDL_ASSERT_LEVEL 1
#endif
#endif /* SDL_ASSERT_LEVEL */
/*
These are macros and not first class functions so that the debugger breaks
on the assertion line and not in some random guts of SDL, and so each
assert can have unique static variables associated with it.
*/
#if defined(_MSC_VER)
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
#elif defined(__APPLE__) && defined(__arm__)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
#include <signal.h>
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
/* How do we trigger breakpoints on this platform? */
#define SDL_TriggerBreakpoint()
#endif
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
#elif ((__GNUC__ >= 2) || defined(_MSC_VER) || defined (__WATCOMC__))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
#endif
#define SDL_FILE __FILE__
#define SDL_LINE __LINE__
/*
sizeof (x) makes the compiler still parse the expression even without
assertions enabled, so the code is always checked at compile time, but
doesn't actually generate code for it, so there are no side effects or
expensive checks at run time, just the constant size of what x WOULD be,
which presumably gets optimized out as unused.
This also solves the problem of...
int somevalue = blah();
SDL_assert(somevalue == 1);
...which would cause compiles to complain that somevalue is unused if we
disable assertions.
*/
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
this condition isn't constant. And looks like an owl's face! */
#ifdef _MSC_VER /* stupid /W4 warnings. */
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
#else
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#endif
#define SDL_disabled_assert(condition) \
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
typedef enum
{
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
SDL_ASSERTION_ABORT, /**< Terminate the program. */
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
} SDL_AssertState;
typedef struct SDL_AssertData
{
int always_ignore;
unsigned int trigger_count;
const char *condition;
const char *filename;
int linenum;
const char *function;
const struct SDL_AssertData *next;
} SDL_AssertData;
#if (SDL_ASSERT_LEVEL > 0)
/* Never call this directly. Use the SDL_assert* macros. */
extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
const char *,
const char *, int)
#if defined(__clang__)
#if __has_feature(attribute_analyzer_noreturn)
/* this tells Clang's static analysis that we're a custom assert function,
and that the analyzer should assume the condition was always true past this
SDL_assert test. */
__attribute__((analyzer_noreturn))
#endif
#endif
;
/* the do {} while(0) avoids dangling else problems:
if (x) SDL_assert(y); else blah();
... without the do/while, the "else" could attach to this macro's "if".
We try to handle just the minimum we need here in a macro...the loop,
the static vars, and break points. The heavy lifting is handled in
SDL_ReportAssertion(), in SDL_assert.c.
*/
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { \
0, 0, #condition, 0, 0, 0, 0 \
}; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_TriggerBreakpoint(); \
} \
break; /* not retrying. */ \
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
#endif /* enabled assertions support code */
/* Enable various levels of assertions. */
#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 2 /* normal settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
#else
# error Unknown assertion level.
#endif
/* this assertion is never disabled at any level. */
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData* data, void* userdata);
/**
* \brief Set an application-defined assertion handler.
*
* This allows an app to show its own assertion UI and/or force the
* response to an assertion failure. If the app doesn't provide this, SDL
* will try to do the right thing, popping up a system-specific GUI dialog,
* and probably minimizing any fullscreen windows.
*
* This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time.
*
* Setting the callback to NULL restores SDL's original internal handler.
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* Return SDL_AssertState value of how to handle the assertion failure.
*
* \param handler Callback function, called when an assertion fails.
* \param userdata A pointer passed to the callback as-is.
*/
extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
* \brief Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL,
* that is used for assertions when SDL_SetAssertionHandler() hasn't been
* used to provide a different function.
*
* \return The default SDL_AssertionHandler that is called when an assert triggers.
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
* \brief Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is
* set, is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* \param puserdata Pointer to a void*, which will store the "userdata"
* pointer that was passed to SDL_SetAssertionHandler().
* This value will always be NULL for the default handler.
* If you don't care about this data, it is safe to pass
* a NULL pointer to this function to ignore it.
* \return The SDL_AssertionHandler that is called when an assert triggers.
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
* \brief Get a list of all assertion failures.
*
* Get all assertions triggered since last call to SDL_ResetAssertionReport(),
* or the start of the program.
*
* The proper way to examine this data looks something like this:
*
* <code>
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* </code>
*
* \return List of all assertions.
* \sa SDL_ResetAssertionReport
*/
extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
* \brief Reset the list of all assertion failures.
*
* Reset list of all assertions triggered.
*
* \sa SDL_GetAssertionReport
*/
extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
/* these had wrong naming conventions until 2.0.4. Please update your app! */
#define SDL_assert_state SDL_AssertState
#define SDL_assert_data SDL_AssertData
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_assert_h_ */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,295 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_atomic.h
*
* Atomic operations.
*
* IMPORTANT:
* If you are not an expert in concurrent lockless programming, you should
* only be using the atomic lock and reference counting functions in this
* file. In all other cases you should be protecting your data structures
* with full mutexes.
*
* The list of "safe" functions to use are:
* SDL_AtomicLock()
* SDL_AtomicUnlock()
* SDL_AtomicIncRef()
* SDL_AtomicDecRef()
*
* Seriously, here be dragons!
* ^^^^^^^^^^^^^^^^^^^^^^^^^^^
*
* You can find out a little more about lockless programming and the
* subtle issues that can arise here:
* http://msdn.microsoft.com/en-us/library/ee418650%28v=vs.85%29.aspx
*
* There's also lots of good information here:
* http://www.1024cores.net/home/lock-free-algorithms
* http://preshing.com/
*
* These operations may or may not actually be implemented using
* processor specific atomic operations. When possible they are
* implemented as true processor specific atomic operations. When that
* is not possible the are implemented using locks that *do* use the
* available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
#ifndef SDL_atomic_h_
#define SDL_atomic_h_
#include "SDL_stdinc.h"
#include "SDL_platform.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name SDL AtomicLock
*
* The atomic locks are efficient spinlocks using CPU instructions,
* but are vulnerable to starvation and can spin forever if a thread
* holding a lock has been terminated. For this reason you should
* minimize the code executed inside an atomic lock and never do
* expensive things like API or system calls while holding them.
*
* The atomic locks are not safe to lock recursively.
*
* Porting Note:
* The spin lock functions and type are required and can not be
* emulated because they are used in the atomic emulation code.
*/
/* @{ */
typedef int SDL_SpinLock;
/**
* \brief Try to lock a spin lock by setting it to a non-zero value.
*
* \param lock Points to the lock.
*
* \return SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already held.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
/**
* \brief Lock a spin lock by setting it to a non-zero value.
*
* \param lock Points to the lock.
*/
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
/**
* \brief Unlock a spin lock by setting it to 0. Always returns immediately
*
* \param lock Points to the lock.
*/
extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
/* @} *//* SDL AtomicLock */
/**
* The compiler barrier prevents the compiler from reordering
* reads and writes to globally visible variables across the call.
*/
#if defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif (defined(__GNUC__) && !defined(__EMSCRIPTEN__)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#elif defined(__WATCOMC__)
extern _inline void SDL_CompilerBarrier (void);
#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
#else
#define SDL_CompilerBarrier() \
{ SDL_SpinLock _tmp = 0; SDL_AtomicLock(&_tmp); SDL_AtomicUnlock(&_tmp); }
#endif
/**
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
* A typical pattern would be for thread A to write some data and a flag,
* and for thread B to read the flag and get the data. In this case you
* would insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the
* flag and reading the data, to ensure that all the reads associated
* with the flag have completed.
*
* In this pattern you should always see a release barrier paired with
* an acquire barrier and you should gate the data reads/writes with a
* single flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*/
extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
#elif defined(__GNUC__) && defined(__aarch64__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#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
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#endif /* __thumb__ */
#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))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/**
* \brief A type representing an atomic integer value. It is a struct
* so people don't accidentally use numeric operations on it.
*/
typedef struct { int value; } SDL_atomic_t;
/**
* \brief Set an atomic variable to a new value if it is currently an old value.
*
* \return SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
*
* \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
/**
* \brief Set an atomic variable to a value.
*
* \return The previous value of the atomic variable.
*/
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
/**
* \brief Get the value of an atomic variable
*/
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
/**
* \brief Add to an atomic variable.
*
* \return The previous value of the atomic variable.
*
* \note This same style can be used for any number operation
*/
extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
/**
* \brief Increment an atomic variable used as a reference count.
*/
#ifndef SDL_AtomicIncRef
#define SDL_AtomicIncRef(a) SDL_AtomicAdd(a, 1)
#endif
/**
* \brief Decrement an atomic variable used as a reference count.
*
* \return SDL_TRUE if the variable reached zero after decrementing,
* SDL_FALSE otherwise
*/
#ifndef SDL_AtomicDecRef
#define SDL_AtomicDecRef(a) (SDL_AtomicAdd(a, -1) == 1)
#endif
/**
* \brief Set a pointer to a new value if it is currently an old value.
*
* \return SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
*
* \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
/**
* \brief Set a pointer to a value atomically.
*
* \return The previous value of the pointer.
*/
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
/**
* \brief Get the value of a pointer atomically.
*/
extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_atomic_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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