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270 Commits
Author SHA1 Message Date
Cameron Gutman 719024ec01 Prepare for v3.2.0 release 2022-01-18 18:33:23 -06:00
Cameron Gutman f0659b4f3c Fix random crash on stream start with renderers that require test frames 2022-01-18 18:19:28 -06:00
Cameron Gutman a649f2736f Rerun lupdate and lrelease 2022-01-18 18:07:17 -06:00
Cameron Gutman 046ccb1dee Merge remote-tracking branch 'origin/weblate' 2022-01-18 18:05:42 -06:00
Tygo T d340556c28 Translated using Weblate (Dutch)
Currently translated at 100.0% (189 of 189 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nl/
2022-01-19 01:04:10 +01:00
Wout Rombouts 32250db126 Translated using Weblate (Dutch)
Currently translated at 100.0% (189 of 189 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nl/
2022-01-19 01:04:10 +01:00
Cameron Gutman cb8c30db2e Add workaround for keyboard and UTF-8 events interfering with each other 2022-01-17 21:56:39 -06:00
Cameron Gutman dacd5a9e3d Discard stale gamepad events when enabling gamepad navigation 2022-01-17 19:49:52 -06:00
Cameron Gutman 859d8b96a7 Don't use duplicate resize workaround on SDL 2.0.21+ 2022-01-17 19:25:43 -06:00
Cameron Gutman 02981e3cee Update SDL to pick up HIDAPI deadzone fix 2022-01-17 19:23:42 -06:00
Cameron Gutman 49892b3ce8 Only use SDL_WaitEventTimeout() on SDL 2.0.18+ 2022-01-17 16:59:45 -06:00
Cameron Gutman b223e7ec36 Update SDL_GameControllerDB 2022-01-17 15:57:36 -06:00
Cameron Gutman 0926337c1d Rerun lupdate and lrelease 2022-01-17 15:56:39 -06:00
Cameron Gutman 346e72a678 Merge remote-tracking branch 'origin/weblate' 2022-01-17 15:55:12 -06:00
Wout Rombouts d612e47b62 Translated using Weblate (Dutch)
Currently translated at 100.0% (189 of 189 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nl/
2022-01-17 22:54:04 +01:00
Cameron Gutman c138cbf994 Fix Windows build 2022-01-17 15:47:36 -06:00
Cameron Gutman dfe275ab67 Avoid consuming stale data during/after decoder reset 2022-01-17 15:26:00 -06:00
Cameron Gutman d6cfbdb273 Rewrite FFmpeg decoder to use pull model
This allows us to keep asynchronous decoders like MMAL and V4L2M2M fed
while we're waiting for output frames. Behavior for synchronous decoders
should be identical.

Continuing to feed new data while waiting for output frames is crucial for
acceptable performance on 1080p video on the Raspberry Pi using V4L2M2M,
since it allows the decode and copy operations to be pipelined.
2022-01-17 15:06:12 -06:00
Cameron Gutman 8a27fa7bb5 Convert NeedsIdr member into an atomic variable with a getter 2022-01-17 14:30:12 -06:00
Cameron Gutman b9a6fb1fe5 Add workaround for AVSampleBufferDisplayLayer colorspace and artifacting issues
Fixes #493
2022-01-15 14:44:08 -06:00
Cameron Gutman 4b6194e15e Add chroma location buffer attachment 2022-01-15 12:17:31 -06:00
Cameron Gutman e1b3f90f8b Add workaround for duplicate size changed events on Wayland 2022-01-14 23:36:21 -06:00
Wen-haur Chiu c5cc0b8c59 Translated using Weblate (Chinese (Traditional))
Currently translated at 100.0% (189 of 189 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2022-01-13 12:56:43 +01:00
bruh 5c849ec666 Translated using Weblate (Vietnamese)
Currently translated at 100.0% (189 of 189 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/vi/
2022-01-13 12:56:42 +01:00
Eric c2a30cbe19 Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (189 of 189 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2022-01-13 12:56:42 +01:00
Cameron Gutman 31eddd8da0 Remove superfluous colorspace check 2022-01-13 01:19:17 -06:00
Cameron Gutman abf2a14ee6 Handle colorspace changes in SDL renderer 2022-01-13 01:16:09 -06:00
Cameron Gutman e555874485 Refactor WiX bundle description of VCRedist package 2022-01-12 19:14:59 -06:00
Cameron Gutman a7aef8f147 Use new WiX 3.14 variable instead of BuildLabEx hack for ARM64 detection 2022-01-12 19:14:44 -06:00
Cameron Gutman 5b8c11f1a9 Update and rebuild all dependencies with Xcode 13 and VS 2022
macOS minimum target version is now 10.14 Mojave

Updates:
OpenSSL 1.1.1m
SDL 2.0.20
libopus 12a356

https://github.com/cgutman/moonlight-deps 5cd31601c3362562b52d8124dfc33029506d1744
2022-01-11 20:49:11 -06:00
Cameron Gutman 645040c943 Update AppImage to SDL 2.0.20 2022-01-10 20:03:47 -06:00
Cameron Gutman fcc5ea348c Remove old FFmpeg build scripts
Superseded by https://github.com/cgutman/moonlight-deps
2022-01-10 19:49:41 -06:00
Héctor 3fbb45448f Translated using Weblate (Spanish)
Currently translated at 100.0% (189 of 189 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2022-01-10 20:56:47 +01:00
Cameron Gutman 8a83289709 Switch to VS2022 build image 2022-01-09 21:55:41 -06:00
Cameron Gutman 08175de069 Fix incorrect colorspace in MMAL renderer 2022-01-09 17:04:38 -06:00
Cameron Gutman 808933cd70 Use DT files to get status of FKMS and rpivid 2022-01-09 16:44:20 -06:00
Cameron Gutman 384dd2adab Prefer a render node in indirect rendering mode 2022-01-08 18:39:12 -06:00
Jorys Paulin 4a37952b41 Translated using Weblate (French)
Currently translated at 100.0% (189 of 189 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2022-01-08 09:55:55 +01:00
lyashenko.v 1046d264d8 Fixed not working frame pacing on macOS 2022-01-06 23:23:00 -06:00
Cameron Gutman bb235ab1ae Rerun lupdate and lrelease 2022-01-06 23:19:16 -06:00
Cameron Gutman ef88b83727 Merge remote-tracking branch 'origin/weblate' 2022-01-06 23:15:48 -06:00
Cameron Gutman 5612e9864e Fix handling of some validation scenarios
- HEVC forced with no host or client hw support
- H.264 forced with no client hw support
- Client has hw HEVC only and host only supports H.264
- Client has no hw decode at all
2022-01-06 23:15:19 -06:00
Cameron Gutman 8302187dee Remove superfluous availability checks 2022-01-06 23:05:18 -06:00
Cameron Gutman 77d07c7c4d Fix incorrect error message when only HEVC decode is available but HEVC encode is not 2022-01-06 22:08:43 -06:00
Cameron Gutman b2265080fd Allow HEVC decoders to satisfy hardware decoding check if H.264 is unavailable 2022-01-06 22:07:31 -06:00
Cameron Gutman 0d70bd9ac0 Add (untested) VAAPI support for CCS planes on Tiger Lake
See https://github.com/intel/media-driver/issues/1210
2022-01-05 21:09:08 -06:00
Cameron Gutman 8f63d59b81 Correct comment to avoid confusion 2022-01-04 22:00:46 -06:00
Cameron Gutman 0395c0cc95 Revert "Revert "Don't attempt to use direct rendering without DRM master""
The correct fix was 154b5b6ded.

This reverts commit 8219dbef6f.
2022-01-04 21:59:02 -06:00
Cameron Gutman 72065412a3 Don't allow copyback rendering on RPi by default 2022-01-04 20:35:17 -06:00
Jorys Paulin 7af2cdd0ef Translated using Weblate (French)
Currently translated at 100.0% (187 of 187 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2022-01-03 11:52:50 +01:00
Cameron Gutman 67c801c4e7 Use av_frame_copy_props() to copy metadata 2022-01-02 17:38:58 -06:00
Cameron Gutman f7c8ad4c5a Fail render frame test for unsupported pixel formats 2022-01-02 15:03:49 -06:00
Cameron Gutman 61092b34de Properly handle mismatched pitch between frame and texture 2022-01-02 14:35:14 -06:00
Cameron Gutman 1e9e96fb8c Small code cleanup for hwframe code 2022-01-02 13:58:37 -06:00
Cameron Gutman 17d1ced07c Add support for mapping hwframes 2022-01-02 13:41:36 -06:00
Cameron Gutman a26ced04ff Add support for negotiating non-default transfer formats for hwframes 2022-01-01 22:15:43 -06:00
Cameron Gutman 154b5b6ded Fix fallback to SDL read-back for DRM contexts when !HAVE_EGL 2022-01-01 20:44:29 -06:00
Cameron Gutman 8219dbef6f Revert "Don't attempt to use direct rendering without DRM master"
We support indirect rendering via SDL, even if EGL is unavailable.

This reverts commit 6145913068.
2022-01-01 20:37:04 -06:00
Cameron Gutman 3da724e76a Fix and enhance the Full KMS check 2021-12-28 17:13:54 -06:00
Cameron Gutman 1616d237ae Avoid h264_v4l2m2m by default on RPi builds 2021-12-28 16:28:04 -06:00
Nikita Epifanov 3d21facc9f Translated using Weblate (Russian)
Currently translated at 100.0% (187 of 187 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2021-12-24 19:53:18 +01:00
Héctor fead2a08a3 Translated using Weblate (Spanish)
Currently translated at 96.2% (180 of 187 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-12-20 18:52:37 +01:00
Cameron Gutman d8acf24af0 Don't use SdlRenderer with MMAL 2021-12-19 20:58:50 -06:00
Cameron Gutman 97412b3c79 Display warnings about Full KMS mode and HEVC on the Pi 4 2021-12-19 20:33:48 -06:00
Cameron Gutman 6145913068 Don't attempt to use direct rendering without DRM master 2021-12-19 20:32:15 -06:00
Cameron Gutman e56bb6785f Change display mode when using KMSDRM backend 2021-12-18 21:07:35 -06:00
Cameron Gutman 6d63d6c54a Rerun lupdate and lrelease 2021-12-15 20:52:48 -06:00
Cameron Gutman 6e8a103e70 Merge remote-tracking branch 'origin/weblate' 2021-12-15 20:50:15 -06:00
Cameron Gutman 00d3530f64 Don't try VDPAU on XWayland by default 2021-12-15 20:49:12 -06:00
Cameron Gutman 1e6ca18193 Fix error checking in decode test 2021-12-15 17:33:28 -06:00
Cameron Gutman 5a32992497 Try to learn if decoders support retrying avcodec_receive_frame() 2021-12-14 20:41:27 -06:00
李俊緯 79ba00a2f4 Translated using Weblate (Chinese (Traditional))
Currently translated at 84.4% (158 of 187 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2021-12-14 11:53:41 +01:00
bruh fdfaf8ec70 Translated using Weblate (Vietnamese)
Currently translated at 100.0% (187 of 187 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/vi/
2021-12-14 11:53:41 +01:00
Héctor 162c58b697 Translated using Weblate (Spanish)
Currently translated at 60.9% (114 of 187 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-12-14 11:53:41 +01:00
Allan Nordhøy 75959ca692 Translated using Weblate (Norwegian Bokmål)
Currently translated at 70.5% (132 of 187 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nb_NO/
2021-12-14 11:53:40 +01:00
Eric 06fbcd19c8 Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (187 of 187 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2021-12-14 11:53:40 +01:00
Cameron Gutman 36e0468a99 Optimize CUDA GL interop and provide fallback 2021-12-13 21:41:00 -06:00
Cameron Gutman c4d85cf928 Don't show HDR option if we know it's unsupported 2021-12-12 17:43:20 -06:00
Cameron Gutman daf8495acb Fix excessive high-res scroll speed on newer GFE versions 2021-12-12 16:50:22 -06:00
Cameron Gutman 9999ded933 Quiet down log spam for asynchronous decoders 2021-12-11 18:37:39 -06:00
Cameron Gutman 80128e8293 Properly support asynchronous decoders that return multiple frames at a time 2021-12-11 18:15:49 -06:00
Cameron Gutman 9579b2c85e Enable Spanish and Traditional Chinese language options 2021-12-11 14:32:38 -06:00
Cameron Gutman eb7f184848 Rerun lupdate and lrelease 2021-12-11 14:32:12 -06:00
Cameron Gutman 71b21920e2 Merge remote-tracking branch 'origin/weblate' 2021-12-11 14:24:07 -06:00
Cameron Gutman 91b787a5be Update SDL and switch to arch-specific headers on Windows
SDL -> e2ade2b
2021-12-11 14:06:26 -06:00
Cameron Gutman 11f659aadb Update Visual C++ Runtime installers 2021-12-11 13:28:48 -06:00
Cameron Gutman 0870dd15a8 Fix improper null termination when stripping clipboard text 2021-12-10 02:04:19 -06:00
Héctor 7cd52041d8 Translated using Weblate (Spanish)
Currently translated at 53.2% (99 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-12-09 17:52:51 +01:00
Cameron Gutman f2bcb49478 Update dependencies for AppImage
SDL -> 2.0.18
nv-codec-headers -> 8.1.24.13
FFmpeg -> 4.4.1
2021-12-06 23:03:53 -06:00
Cameron Gutman 60a4bda94f Switch macOS builds to Qt 6 2021-12-06 22:54:55 -06:00
Cameron Gutman 54cfc46500 Fix VDPAU on X11 2021-12-06 20:42:51 -06:00
Cameron Gutman c09559ade5 Don't try to initialize VDPAU on Wayland 2021-12-06 19:38:28 -06:00
Cameron Gutman 3e9aea1f7a Optimize CUDA support to avoid roundtrip to CPU memory 2021-12-06 18:23:40 -06:00
Cameron Gutman f0c292f508 Update SDL_GameControllerDB 2021-12-03 12:52:23 +03:00
Cameron Gutman 1444ba2c35 Use attached Layout attached properties to set tool button size 2021-12-03 12:24:31 +03:00
Cameron Gutman fac4c85133 Revert "Fix toolbar button size on Qt 6.2"
Breaks running with Qt 5.9

This reverts commit 84ea483b4c.
2021-12-03 12:17:25 +03:00
Cameron Gutman 97a09e0571 Send UTF-8 clipboard text directly rather than emulating keystrokes 2021-12-03 11:32:58 +03:00
Cameron Gutman c7121516c1 Remove workaround for window occlusion issue fixed in SDL 2.0.18 2021-11-29 23:13:50 +03:00
Cameron Gutman 56a5fbf63b Fix get_buffer2() thread-safety warning with FFmpeg 4.4 2021-11-29 19:45:28 +03:00
Cameron Gutman 80604a752b Set SDL_HINT_APP_NAME for SDL 2.0.18 2021-11-27 17:28:01 +03:00
Cameron Gutman 3fe6e18609 Use SDL_GameControllerHasRumble() on SDL 2.0.18 2021-11-27 17:06:02 +03:00
Cameron Gutman 47f3f30d83 Add high resolution scrolling support with SDL 2.0.18 2021-11-27 06:59:16 +03:00
Cameron Gutman 085a904970 Fix false warning when building without libva-x11 or libva-wayland 2021-11-25 17:52:54 +03:00
Cameron Gutman 0fa7723f51 Fix build without libva-x11 2021-11-25 17:51:08 +03:00
Cameron Gutman 84ea483b4c Fix toolbar button size on Qt 6.2 2021-11-25 12:26:29 +03:00
Cameron Gutman 4de3aa96b6 Add YUV colorspace and color range attributes to EGLImage 2021-11-19 01:15:33 -06:00
Cameron Gutman 1193943228 Re-add comment on color_range comparison 2021-11-19 00:56:46 -06:00
Cameron Gutman 2959faca0c Fix colorspace transitions in EGLRenderer 2021-11-19 00:54:59 -06:00
Cameron Gutman d0df4fa3a0 Fix handling of HDR colorspace transitions in VT renderer 2021-11-19 00:28:15 -06:00
liyu 0a301dd2f9 enables H265 HDR option and adds PQ transforeFunction to render HDR stream on macOS 10.13+ 2021-11-18 23:42:44 -06:00
Cameron Gutman 43e3679297 Revert "Disable the EGL render thread on Wayland"
This reverts commit dcc567ebda.
2021-11-15 21:33:28 -06:00
Cameron Gutman 0455063854 Fix driver version check for Intel's updated version schema in 100 and newer drivers
Fixes #673
2021-11-13 20:44:10 -06:00
Cameron Gutman 12d90d77c7 Fix unintentionally concatenated strings 2021-11-08 19:47:01 -06:00
Cameron Gutman 61d7749aaf Update pre-built dependencies
SDL -> 7f308ab
OpenSSL -> 1.1.1l
FFmpeg -> 4.4.1
2021-11-04 22:49:30 -05:00
曹恩逢 69fb4a0c37 Translated using Weblate (Chinese (Traditional))
Currently translated at 77.9% (145 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2021-11-01 07:34:45 +01:00
Cameron Gutman d2c9f058f8 Add names to session threads 2021-10-24 16:22:49 -05:00
Cameron Gutman acaa3afa0f Rerun lupdate and lrelease 2021-10-06 21:14:21 -05:00
Cameron Gutman 3c58e21cbf Merge remote-tracking branch 'origin/weblate' 2021-10-06 21:12:14 -05:00
曹恩逢 9d3c5b9bc6 Translated using Weblate (Chinese (Traditional))
Currently translated at 76.8% (143 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2021-10-07 04:07:30 +02:00
Eric ce34358d46 Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2021-10-07 04:07:29 +02:00
Cameron Gutman 278bcec238 Integrate new languages 2021-10-06 21:03:02 -05:00
Cameron Gutman 128f458848 Merge remote-tracking branch 'origin/weblate' 2021-10-06 20:15:11 -05:00
Cameron Gutman 7ae2bcd6db Update AppImage to libva 2.13 2021-10-06 20:13:05 -05:00
Luna Jernberg 130f252f97 Translated using Weblate (Swedish)
Currently translated at 31.7% (59 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/sv/
2021-10-06 13:05:00 +02:00
SWZ d339e05a3b Added translation using Weblate (Swedish) 2021-10-01 20:57:41 +02:00
Jorys Paulin 933f4813aa Translated using Weblate (French)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-09-25 11:38:59 +02:00
BOYI LIN f14e71c1d6 Translated using Weblate (Chinese (Traditional))
Currently translated at 38.1% (71 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2021-08-27 17:33:01 +02:00
Mert d78dbd7b0f Translated using Weblate (Turkish)
Currently translated at 8.0% (15 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/tr/
2021-08-24 02:37:31 +02:00
Cameron Gutman 71a6ef6eba Update SDL to 402b86f in AppImage 2021-08-15 15:23:05 -05:00
Cameron Gutman 4873862d16 Use SDL_WaitEventTimeout() on SDL 2.0.16 2021-08-15 15:16:51 -05:00
Cameron Gutman 425efe3d72 Switch to SDL audio backend by default on Windows and macOS 2021-08-15 14:58:29 -05:00
Cameron Gutman 666dc13c01 Use SDL's new support for keyboard grab on macOS 2021-08-15 14:54:26 -05:00
Cameron Gutman 267f9f5759 Update SDL to 402b86f for Windows and macOS 2021-08-15 14:47:10 -05:00
Cameron Gutman c8d8c00f84 Update Visual C++ Runtime installers 2021-08-15 12:17:09 -05:00
Cameron Gutman dcc567ebda Disable the EGL render thread on Wayland 2021-07-31 17:24:18 -05:00
LiuAnnan a199a3ccc3 Translated using Weblate (Chinese (Simplified))
Currently translated at 99.4% (185 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2021-07-30 08:34:39 +02:00
Cameron Gutman 8159e07427 Ensure our GL context is always current 2021-07-28 20:31:22 -05:00
Nikita Epifanov 32d70758c5 Translated using Weblate (Russian)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2021-07-23 10:32:32 +02:00
Jorys Paulin 3a9e284f29 Translated using Weblate (French)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-07-19 17:34:21 +02:00
Cameron Gutman c658daeac6 Remove unneccessary EVP_get_digestbyname() invocation
This causes problems with pre-OpenSSL 1.1.0 clients that don't
call OpenSSL_add_all_algorithms() during initialization. This
is known to affect Steam Link on firmware 815.
2021-07-17 20:32:50 -05:00
Jorys Paulin f605169b15 Translated using Weblate (French)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-07-15 15:33:00 +02:00
Cameron Gutman f82b495bcc Switch to the new Sectigo certificate 2021-07-14 21:09:48 -05:00
Tygo T 33b44a87c5 Translated using Weblate (Dutch)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nl/
2021-07-06 14:33:19 +02:00
Gerard Joling a88d994fcb Translated using Weblate (Dutch)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nl/
2021-07-05 13:48:27 +02:00
Gerard Joling dd9224d9a6 Added translation using Weblate (Dutch) 2021-07-05 10:39:15 +02:00
Cameron Gutman 48728efee0 Add support for dynamic HTTPS port 2021-07-03 00:00:27 -05:00
Cameron Gutman 043c55ae66 Add missing changes to fix build 2021-07-02 23:54:17 -05:00
Cameron Gutman fa3f822cf1 Rework handling of addresses to allow alternate HTTP ports 2021-07-02 23:34:54 -05:00
Cameron Gutman 5afab126b3 Refactor NvPairingManager, NvComputer, and NvHTTP to reduce passing of addresses 2021-07-02 17:14:48 -05:00
Cameron Gutman bee8378795 Pass RTSP session URL to moonlight-common-c for dynamic ports 2021-07-02 01:51:08 -05:00
Cameron Gutman cbd42f4a58 Log launch, resume, and quit responses 2021-07-02 01:18:57 -05:00
Furkan 3333fd7fc8 Added translation using Weblate (Turkish) 2021-07-01 17:52:59 +02:00
DankXylese 142258b4b5 Translated using Weblate (Ukrainian)
Currently translated at 1.6% (3 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/uk/
2021-06-30 13:32:33 +02:00
DankXylese 01213b58ba Added translation using Weblate (Ukrainian) 2021-06-29 12:59:43 +02:00
wkopiaspupn 51df7032bb Translated using Weblate (Chinese (Traditional))
Currently translated at 35.4% (66 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2021-06-27 14:32:49 +02:00
wkopiaspupn c033ce5ecf Translated using Weblate (Chinese (Traditional))
Currently translated at 1.6% (3 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hant/
2021-06-26 13:33:38 +02:00
wkopiaspupn bfaf57cfd0 Added translation using Weblate (Chinese (Traditional)) 2021-06-26 13:31:04 +02:00
Cameron Gutman 6c523570e5 Prepare for v3.1.4 2021-06-25 20:39:30 -05:00
Cameron Gutman 047e5bdd81 Update AppImage to libva 2.12 2021-06-24 21:47:01 -05:00
Cameron Gutman 6b1559d397 Update moonlight-common-c to fix audio problems with old GFE and Sunshine versions 2021-06-21 19:26:08 -05:00
WALKTHROUGH RAYMAND LEGENDS a3167b8152 Translated using Weblate (Hungarian)
Currently translated at 2.1% (4 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/hu/
2021-06-15 14:32:39 +02:00
Cameron Gutman cbeb23f16a Adjust Steam Link icon size to 116x116 2021-06-13 16:53:03 -05:00
WALKTHROUGH RAYMAND LEGENDS b4a6512784 Added translation using Weblate (Hungarian) 2021-06-13 21:47:33 +02:00
Cameron Gutman 1af2742013 Update moonlight-common-c to fix spurious exit of fast audio recovery mode on startup 2021-06-13 11:20:28 -05:00
Cameron Gutman 8048938158 Fix Linux build 2021-06-12 16:12:46 -05:00
Cameron Gutman 3689c7f982 Don't enable input capture if the window can't be foregrounded 2021-06-12 13:59:13 -05:00
Cameron Gutman 96c7057fee Update moonlight-common-c to avoid qwave.dll dependency 2021-06-12 12:21:55 -05:00
Cameron Gutman df7c4c82a9 Update moonlight-common-c with performance optimizations 2021-06-09 23:23:47 -05:00
Cameron Gutman 18d8db338b Update moonlight-common-c 2021-06-08 20:19:39 -05:00
Cameron Gutman 9637639e31 Update moonlight-common-c with audio FEC support 2021-06-04 18:46:36 -05:00
Héctor 17abe8f164 Translated using Weblate (Spanish)
Currently translated at 35.4% (66 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-05-27 21:33:27 +02:00
Cameron Gutman badaaece04 Update moonlight-common-c 2021-05-25 20:39:53 -05:00
Cameron Gutman 56119eebae Adapt to constification of AVCodec in FFmpeg master 2021-05-24 23:27:31 -05:00
Cameron Gutman c17c8e2a2c Remove receive time from performance overlay
It is largely superseded by network latency
2021-05-22 13:59:14 -05:00
Cameron Gutman e45a60f2ed Save RTT in VIDEO_STATS so it can be logged on disconnect 2021-05-22 13:57:12 -05:00
Cameron Gutman ebe9356937 Integrate Thai and Korean translations 2021-05-22 13:44:45 -05:00
Cameron Gutman 0094305299 Merge remote-tracking branch 'origin/weblate' 2021-05-22 13:33:20 -05:00
NicolasS b27050d3bf Translated using Weblate (French)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-05-22 18:32:19 +02:00
Jorys Paulin d941e596ad Translated using Weblate (French)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-05-22 18:32:19 +02:00
sanhoe ddaec92da5 Translated using Weblate (Korean)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2021-05-21 16:14:30 +02:00
sanhoe 1c0a4c92a8 Translated using Weblate (Korean)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ko/
2021-05-20 21:45:31 +02:00
sanhoe 383c00afbd Added translation using Weblate (Korean) 2021-05-20 16:32:05 +02:00
Krit789 d3b2bff8ad Translated using Weblate (Thai)
Currently translated at 41.9% (78 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/th/
2021-05-18 00:32:49 +02:00
Cameron Gutman 77aaa6141d Update moonlight-common-c to avoid excessive ENet retransmissions when RTT variance is 0 2021-05-16 15:40:38 -05:00
Krit789 2bb1af61d0 Added translation using Weblate (Thai) 2021-05-16 21:58:44 +02:00
Cameron Gutman 40b29472b3 Update moonlight-common-c with more accurate RTTs, minRequiredFecPackets, and input queue draining 2021-05-16 14:46:57 -05:00
Cameron Gutman 5d5029de59 Increase limit for the --fps option 2021-05-16 14:45:53 -05:00
Cameron Gutman cc96e6a222 Rebase AppImage on Ubuntu Bionic and Qt 5.15.2 2021-05-16 12:45:34 -05:00
Cameron Gutman 581c9438ca Add network latency to stats overlay 2021-05-15 14:40:31 -05:00
Cameron Gutman 54bd427f26 Integrate Japanese and Vietnamese translations 2021-05-13 00:24:00 -05:00
Cameron Gutman c55d184195 Rerun lupdate-pro and lrelease-pro 2021-05-13 00:13:58 -05:00
Cameron Gutman b279f94789 Merge remote-tracking branch 'origin/weblate' 2021-05-13 00:06:47 -05:00
bruh f3a897e99a Translated using Weblate (Vietnamese)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/vi/
2021-05-13 07:04:50 +02:00
bruh 392b1b5904 Added translation using Weblate (Vietnamese) 2021-05-12 07:36:31 +02:00
grtw2116 4daa8066a6 Translated using Weblate (Japanese)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ja/
2021-05-10 07:33:45 +02:00
NicolasS 8a89951286 Translated using Weblate (French)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-05-08 07:28:33 +02:00
grtw2116 c41ed55291 Added translation using Weblate (Japanese) 2021-05-08 07:28:33 +02:00
Cameron Gutman caba0499d7 Prepare for v3.1.3 2021-05-07 19:07:52 -05:00
Cameron Gutman 13deacfc3b Fix Spanish translation args 2021-05-07 18:56:08 -05:00
Cameron Gutman 7231085456 Run lupdate-pro and lrelease-pro 2021-05-06 17:26:26 -05:00
Cameron Gutman 663bb4aa10 Merge remote-tracking branch 'origin/weblate' 2021-05-06 17:24:39 -05:00
Cameron Gutman 18721b4542 Improve sanity checking and logging for unsupported GFE versions 2021-05-06 17:18:47 -05:00
NicolasS 19232722e2 Translated using Weblate (French)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-05-05 22:32:11 +02:00
Cameron Gutman d2eca68484 Update moonlight-common-c to attempt to fix audio latency issues 2021-05-04 10:22:29 -05:00
Héctor 091167478e Translated using Weblate (Spanish)
Currently translated at 23.6% (44 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-05-04 10:32:11 +02:00
Cameron Gutman 547b8abc56 Prepare for v3.1.2 release 2021-05-03 17:38:14 -05:00
Héctor dbfac45d59 Translated using Weblate (Spanish)
Currently translated at 17.7% (33 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-05-03 09:32:23 +02:00
Cameron Gutman 086f6de867 Work around broken package repositories in AppVeyor 2021-05-02 14:49:07 -05:00
Cameron Gutman 0f93091848 Update SDL_GameControllerDB 2021-05-02 10:56:50 -05:00
Cameron Gutman ac19f62ed9 Never display placeholder text for an app collector game
Fixes #567
2021-05-02 10:39:25 -05:00
Cameron Gutman 8fcef63890 Don't waste time performing extra decoder initializations for EGL when it's not supported 2021-04-30 20:52:09 -05:00
Cameron Gutman 34cd2c1afa Run lupdate-pro and lrelease-pro 2021-04-30 20:09:15 -05:00
Cameron Gutman 5d1a19d49c Merge remote-tracking branch 'origin/weblate' 2021-04-30 20:07:59 -05:00
Cameron Gutman 2fbb320539 Refuse to stream if Moonlight is known incompatible with the host GFE version 2021-04-30 20:05:49 -05:00
Cameron Gutman b50e5ed7e6 Fix keyboard grab on X11
Fixes #584
2021-04-30 18:17:15 -05:00
Cameron Gutman 26c82ca72c Don't enable vsync on test decoders 2021-04-30 18:12:56 -05:00
Cameron Gutman f8a8a431a8 Revert warn_off removal
There are still a bunch of unused parameter warnings with GCC/Clang
2021-04-29 21:22:59 -05:00
Cameron Gutman fd27867195 Update moonlight-common-c and remove warn_off config option 2021-04-29 18:05:40 -05:00
Cameron Gutman 5e2a627795 Update moonlight-common-c with RTSP handshake retry logic 2021-04-28 17:38:59 -05:00
Cameron Gutman e081401c2d Update moonlight-common-c for multi-FEC support and audio latency fix 2021-04-26 22:51:46 -05:00
Cameron Gutman e62a268aac Avoid audio encryption on Steam Link for performance reasons 2021-04-23 19:49:03 -05:00
Cameron Gutman 140a9e5191 Enable audio stream encryption 2021-04-23 18:55:10 -05:00
Cameron Gutman 51b5f8046f Disable HTTP/2 on host PC connections for GFE 3.22 2021-04-19 18:41:01 -05:00
Cameron Gutman 91b965d1aa Update moonlight-common-c 2021-04-18 19:34:12 -05:00
Cameron Gutman f8faccee59 Remove qt5-devel which doesn't exist in Fedora 34 2021-04-17 11:11:37 -05:00
shower 6ac46a36a7 Translated using Weblate (Chinese (Simplified))
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/zh_Hans/
2021-04-17 13:27:02 +02:00
Héctor 27572ba4bc Translated using Weblate (Spanish)
Currently translated at 16.3% (30 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-04-15 22:27:01 +02:00
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
115 changed files with 16635 additions and 1426 deletions
+1 -1
View File
@@ -139,7 +139,7 @@ private:
L"SS2OSD.dll", // ASUS Sonic Studio 2
L"Nahimic2OSD.dll",
L"NahimicMSIOSD.dll",
L"nhAsusPhoebusOSD.dll" // ASUS Phoebus
L"nhAsusPhoebusOSD.dll", // ASUS Phoebus
// This DLL has been seen in several crash reports. Some Googling
// suggests it's highly unstable and causes issues in many games.
+13 -6
View File
@@ -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
@@ -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
@@ -36,12 +43,12 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
* [Visual Studio 2019](https://visualstudio.microsoft.com/downloads/) (Community edition is fine)
* Select **MSVC 2019** option during Qt installation. MinGW is not supported.
* [7-Zip](https://www.7-zip.org/) (only if building installers for non-development PCs)
* [WiX Toolset](https://wixtoolset.org/releases/) v3.11 or later (only if building installers for non-development PCs)
* [WiX Toolset](https://wixtoolset.org/releases/v3-14-0-5722/) v3.14.0.5722 or later (only if building installers for non-development PCs)
### macOS Build Requirements
* Qt 5.15 SDK or later
* macOS High Sierra (10.13) or later
* Xcode 11
* Qt 6.2 SDK or later
* macOS Mojave (10.14) or later
* Xcode 13
* [create-dmg](https://github.com/sindresorhus/create-dmg) (only if building DMGs for use on non-development Macs)
### Linux/Unix Build Requirements
@@ -49,7 +56,7 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
* GCC or Clang
* Install the required packages:
* Debian/Ubuntu: `libegl1-mesa-dev libgl1-mesa-dev libopus-dev libqt5svg5-dev libsdl2-dev libsdl2-ttf-dev libssl-dev libavcodec-dev libva-dev libvdpau-dev libxkbcommon-dev qt5-default qt5-qmake qtbase5-dev qtdeclarative5-dev qtquickcontrols2-5-dev wayland-protocols qml-module-qtquick-controls2 qml-module-qtquick-layouts qml-module-qtquick-window2 qml-module-qtquick2`
* RedHat/Fedora: `openssl-devel qt5-devel SDL2-devel ffmpeg-devel qt5-qtquickcontrols2-devel libva-devel libvdpau-devel opus-devel pulseaudio-libs-devel alsa-lib-devel SDL2_ttf-devel`
* RedHat/Fedora: `openssl-devel SDL2-devel SDL2_ttf-devel ffmpeg-devel qt5-qtsvg-devel qt5-qtquickcontrols2-devel libva-devel libvdpau-devel opus-devel pulseaudio-libs-devel alsa-lib-devel`
* FFmpeg 4.0+ is required to build. If your distro doesn't package FFmpeg 4.0 or later, you can build and install it from source on https://ffmpeg.org/
### Steam Link Build Requirements
+1 -1
View File
@@ -17,7 +17,7 @@
<key>CFBundleSignature</key>
<string>????</string>
<key>LSMinimumSystemVersion</key>
<string>10.13</string>
<string>10.14</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>NSSupportsAutomaticGraphicsSwitching</key>
+35 -7
View File
@@ -33,19 +33,21 @@ DEFINES += QT_DEPRECATED_WARNINGS
DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000 # disables all the APIs deprecated before Qt 6.0.0
win32 {
INCLUDEPATH += $$PWD/../libs/windows/include
contains(QT_ARCH, i386) {
LIBS += -L$$PWD/../libs/windows/lib/x86
INCLUDEPATH += $$PWD/../libs/windows/include/x86
}
contains(QT_ARCH, x86_64) {
LIBS += -L$$PWD/../libs/windows/lib/x64
INCLUDEPATH += $$PWD/../libs/windows/include/x64
}
contains(QT_ARCH, arm64) {
LIBS += -L$$PWD/../libs/windows/lib/arm64
INCLUDEPATH += $$PWD/../libs/windows/include/arm64
}
LIBS += ws2_32.lib winmm.lib dxva2.lib ole32.lib gdi32.lib user32.lib d3d9.lib dwmapi.lib dbghelp.lib qwave.lib
INCLUDEPATH += $$PWD/../libs/windows/include
LIBS += ws2_32.lib winmm.lib dxva2.lib ole32.lib gdi32.lib user32.lib d3d9.lib dwmapi.lib dbghelp.lib
}
macx {
INCLUDEPATH += $$PWD/../libs/mac/include
@@ -88,6 +90,11 @@ unix:!macx {
PKGCONFIG += libdrm
CONFIG += libdrm
}
packagesExist(ffnvcodec) {
PKGCONFIG += ffnvcodec
CONFIG += cuda
}
}
packagesExist(wayland-client) {
@@ -118,6 +125,7 @@ macx {
}
SOURCES += \
backend/nvaddress.cpp \
backend/nvapp.cpp \
main.cpp \
backend/computerseeker.cpp \
@@ -131,10 +139,10 @@ SOURCES += \
cli/commandlineparser.cpp \
cli/quitstream.cpp \
cli/startstream.cpp \
settings/compatfetcher.cpp \
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 \
@@ -155,7 +163,9 @@ SOURCES += \
wm.cpp
HEADERS += \
backend/nvaddress.h \
backend/nvapp.h \
settings/compatfetcher.h \
settings/mappingfetcher.h \
utils.h \
backend/computerseeker.h \
@@ -193,7 +203,6 @@ ffmpeg {
SOURCES += \
streaming/video/ffmpeg.cpp \
streaming/video/ffmpeg-renderers/sdlvid.cpp \
streaming/video/ffmpeg-renderers/cuda.cpp \
streaming/video/ffmpeg-renderers/pacer/pacer.cpp \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.cpp
@@ -201,7 +210,6 @@ ffmpeg {
streaming/video/ffmpeg.h \
streaming/video/ffmpeg-renderers/renderer.h \
streaming/video/ffmpeg-renderers/sdlvid.h \
streaming/video/ffmpeg-renderers/cuda.h \
streaming/video/ffmpeg-renderers/pacer/pacer.h \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.h
}
@@ -258,6 +266,13 @@ libdrm {
LIBS += -ldl
}
}
cuda {
message(CUDA support enabled)
DEFINES += HAVE_CUDA
SOURCES += streaming/video/ffmpeg-renderers/cuda.cpp
HEADERS += streaming/video/ffmpeg-renderers/cuda.h
}
config_EGL {
message(EGL renderer selected)
@@ -327,7 +342,20 @@ RESOURCES += \
TRANSLATIONS += \
languages/qml_zh_cn.ts \
languages/qml_de.ts \
languages/qml_fr.ts
languages/qml_fr.ts \
languages/qml_nb_NO.ts \
languages/qml_ru.ts \
languages/qml_es.ts \
languages/qml_ja.ts \
languages/qml_vi.ts \
languages/qml_th.ts \
languages/qml_ko.ts \
languages/qml_hu.ts \
languages/qml_nl.ts \
languages/qml_sv.ts \
languages/qml_tr.ts \
languages/qml_uk.ts \
languages/qml_zh_Hant.ts
# Additional import path used to resolve QML modules in Qt Creator's code model
QML_IMPORT_PATH =
+1 -1
View File
@@ -106,7 +106,7 @@ void BoxArtManager::handleBoxArtLoadComplete(NvComputer* computer, NvApp app, QU
QUrl BoxArtManager::loadBoxArtFromNetwork(NvComputer* computer, int appId)
{
NvHTTP http(computer->activeAddress, computer->serverCert);
NvHTTP http(computer);
QString cachePath = getFilePathForBoxArt(computer, appId);
QImage image;
+43 -28
View File
@@ -27,9 +27,9 @@ public:
}
private:
bool tryPollComputer(QString address, bool& changed)
bool tryPollComputer(NvAddress address, bool& changed)
{
NvHTTP http(address, m_Computer->serverCert);
NvHTTP http(address, 0, m_Computer->serverCert);
QString serverInfo;
try {
@@ -38,7 +38,7 @@ private:
return false;
}
NvComputer newState(address, serverInfo, QSslCertificate());
NvComputer newState(http, serverInfo);
// Ensure the machine that responded is the one we intended to contact
if (m_Computer->uuid != newState.uuid) {
@@ -52,9 +52,7 @@ private:
bool updateAppList(bool& changed)
{
Q_ASSERT(m_Computer->activeAddress != nullptr);
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
NvHTTP http(m_Computer);
QVector<NvApp> appList;
@@ -88,7 +86,7 @@ private:
if (tryPollComputer(address, stateChanged)) {
if (!wasOnline) {
qInfo() << m_Computer->name << "is now online at" << m_Computer->activeAddress;
qInfo() << m_Computer->name << "is now online at" << m_Computer->activeAddress.toString();
}
online = true;
break;
@@ -146,7 +144,8 @@ private:
ComputerManager::ComputerManager(QObject *parent)
: QObject(parent),
m_PollingRef(0),
m_MdnsBrowser(nullptr)
m_MdnsBrowser(nullptr),
m_CompatFetcher(nullptr)
{
QSettings settings;
@@ -159,6 +158,9 @@ ComputerManager::ComputerManager(QObject *parent)
}
settings.endArray();
// Fetch latest compatibility data asynchronously
m_CompatFetcher.start();
// To quit in a timely manner, we must block additional requests
// after we receive the aboutToQuit() signal. This is neccessary
// because NvHTTP uses aboutToQuit() to abort requests in progres
@@ -322,7 +324,7 @@ void ComputerManager::handleMdnsServiceResolved(MdnsPendingComputer* computer,
// address may not be reachable (if the user hasn't installed the IPv6 helper yet
// or if this host lacks outbound IPv6 capability). We want to add IPv6 even if
// it's not currently reachable.
addNewHost(address.toString(), true, v6Global);
addNewHost(NvAddress(address, computer->port()), true, NvAddress(v6Global, computer->port()));
added = true;
break;
}
@@ -336,7 +338,7 @@ void ComputerManager::handleMdnsServiceResolved(MdnsPendingComputer* computer,
if (address.isInSubnet(QHostAddress("fe80::"), 10) ||
address.isInSubnet(QHostAddress("fec0::"), 10) ||
address.isInSubnet(QHostAddress("fc00::"), 7)) {
addNewHost(address.toString(), true, v6Global);
addNewHost(NvAddress(address, computer->port()), true, NvAddress(v6Global, computer->port()));
break;
}
}
@@ -466,7 +468,7 @@ signals:
private:
void run()
{
NvPairingManager pairingManager(m_Computer->activeAddress);
NvPairingManager pairingManager(m_Computer);
try {
NvPairingManager::PairState result = pairingManager.pair(m_Computer->appVersion, m_Pin, m_Computer->serverCert);
@@ -522,7 +524,7 @@ signals:
private:
void run()
{
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
NvHTTP http(m_Computer);
try {
if (m_Computer->currentGameId != 0) {
@@ -588,12 +590,24 @@ void ComputerManager::stopPollingAsync()
}
}
void ComputerManager::addNewHostManually(QString address)
{
QUrl url = QUrl::fromUserInput(address);
if (url.isValid() && !url.host().isEmpty()) {
// If there wasn't a port specified, use the default
addNewHost(NvAddress(url.host(), url.port(DEFAULT_HTTP_PORT)), false);
}
else {
emit computerAddCompleted(false, false);
}
}
class PendingAddTask : public QObject, public QRunnable
{
Q_OBJECT
public:
PendingAddTask(ComputerManager* computerManager, QString address, QHostAddress mdnsIpv6Address, bool mdns)
PendingAddTask(ComputerManager* computerManager, NvAddress address, NvAddress mdnsIpv6Address, bool mdns)
: m_ComputerManager(computerManager),
m_Address(address),
m_MdnsIpv6Address(mdnsIpv6Address),
@@ -657,15 +671,15 @@ private:
void run()
{
NvHTTP http(m_Address, QSslCertificate());
NvHTTP http(m_Address, 0, QSslCertificate());
qInfo() << "Processing new PC at" << m_Address << "from" << (m_Mdns ? "mDNS" : "user") << m_MdnsIpv6Address;
qInfo() << "Processing new PC at" << m_Address.toString() << "from" << (m_Mdns ? "mDNS" : "user") << "with IPv6 address" << m_MdnsIpv6Address.toString();
// Perform initial serverinfo fetch over HTTP since we don't know which cert to use
QString serverInfo = fetchServerInfo(http);
if (serverInfo.isEmpty() && !m_MdnsIpv6Address.isNull()) {
// Retry using the global IPv6 address if the IPv4 or link-local IPv6 address fails
http.setAddress(m_MdnsIpv6Address.toString());
http.setAddress(m_MdnsIpv6Address);
serverInfo = fetchServerInfo(http);
}
if (serverInfo.isEmpty()) {
@@ -673,7 +687,7 @@ private:
}
// Create initial newComputer using HTTP serverinfo with no pinned cert
NvComputer* newComputer = new NvComputer(http.address(), serverInfo, QSslCertificate());
NvComputer* newComputer = new NvComputer(http, serverInfo);
// Check if we have a record of this host UUID to pull the pinned cert
NvComputer* existingComputer;
@@ -687,13 +701,14 @@ private:
// Fetch serverinfo again over HTTPS with the pinned cert
if (existingComputer != nullptr) {
Q_ASSERT(http.httpsPort() != 0);
serverInfo = fetchServerInfo(http);
if (serverInfo.isEmpty()) {
return;
}
// Update the polled computer with the HTTPS information
NvComputer httpsComputer(http.address(), serverInfo, QSslCertificate());
NvComputer httpsComputer(http, serverInfo);
newComputer->update(httpsComputer);
}
@@ -707,11 +722,11 @@ private:
}
// Get the WAN IP address using STUN if we're on mDNS over IPv4
if (QHostAddress(newComputer->localAddress).protocol() == QAbstractSocket::IPv4Protocol) {
if (QHostAddress(newComputer->localAddress.address()).protocol() == QAbstractSocket::IPv4Protocol) {
quint32 addr;
int err = LiFindExternalAddressIP4("stun.moonlight-stream.org", 3478, &addr);
if (err == 0) {
newComputer->remoteAddress = QHostAddress(qFromBigEndian(addr)).toString();
newComputer->setRemoteAddress(QHostAddress(qFromBigEndian(addr)));
}
else {
qWarning() << "STUN failed to get WAN address:" << err;
@@ -719,15 +734,15 @@ private:
}
if (!m_MdnsIpv6Address.isNull()) {
Q_ASSERT(m_MdnsIpv6Address.protocol() == QAbstractSocket::IPv6Protocol);
newComputer->ipv6Address = m_MdnsIpv6Address.toString();
Q_ASSERT(QHostAddress(m_MdnsIpv6Address.address()).protocol() == QAbstractSocket::IPv6Protocol);
newComputer->ipv6Address = m_MdnsIpv6Address;
}
}
else {
newComputer->manualAddress = m_Address;
}
QHostAddress hostAddress(m_Address);
QHostAddress hostAddress(m_Address.address());
bool addressIsSiteLocalV4 =
hostAddress.isInSubnet(QHostAddress("10.0.0.0"), 8) ||
hostAddress.isInSubnet(QHostAddress("172.16.0.0"), 12) ||
@@ -752,7 +767,7 @@ private:
// Tell our client if something changed
if (changed) {
qInfo() << existingComputer->name << "is now at" << existingComputer->activeAddress;
qInfo() << existingComputer->name << "is now at" << existingComputer->activeAddress.toString();
emit computerStateChanged(existingComputer);
}
}
@@ -773,7 +788,7 @@ private:
int err = LiFindExternalAddressIP4("stun.moonlight-stream.org", 3478, &addr);
if (err == 0) {
lock.relock();
newComputer->remoteAddress = QHostAddress(qFromBigEndian(addr)).toString();
newComputer->setRemoteAddress(QHostAddress(qFromBigEndian(addr)));
lock.unlock();
}
else {
@@ -793,12 +808,12 @@ private:
}
ComputerManager* m_ComputerManager;
QString m_Address;
QHostAddress m_MdnsIpv6Address;
NvAddress m_Address;
NvAddress m_MdnsIpv6Address;
bool m_Mdns;
};
void ComputerManager::addNewHost(QString address, bool mdns, QHostAddress mdnsIpv6Address)
void ComputerManager::addNewHost(NvAddress address, bool mdns, NvAddress mdnsIpv6Address)
{
// Punt to a worker thread to avoid stalling the
// UI while waiting for serverinfo query to complete
+12 -1
View File
@@ -2,6 +2,7 @@
#include "nvcomputer.h"
#include "nvpairingmanager.h"
#include "settings/compatfetcher.h"
#include <qmdnsengine/server.h>
#include <qmdnsengine/cache.h>
@@ -23,6 +24,7 @@ public:
explicit MdnsPendingComputer(QMdnsEngine::Server* server,
const QMdnsEngine::Service& service)
: m_Hostname(service.hostname()),
m_Port(service.port()),
m_Server(server),
m_Resolver(nullptr)
{
@@ -40,6 +42,11 @@ public:
return m_Hostname;
}
uint16_t port()
{
return m_Port;
}
private slots:
void handleResolvedTimeout()
{
@@ -74,6 +81,7 @@ private:
}
QByteArray m_Hostname;
uint16_t m_Port;
QMdnsEngine::Server* m_Server;
QMdnsEngine::Resolver* m_Resolver;
QVector<QHostAddress> m_Addresses;
@@ -168,7 +176,9 @@ public:
Q_INVOKABLE void stopPollingAsync();
Q_INVOKABLE void addNewHost(QString address, bool mdns, QHostAddress mdnsIpv6Address = QHostAddress());
Q_INVOKABLE void addNewHostManually(QString address);
void addNewHost(NvAddress address, bool mdns, NvAddress mdnsIpv6Address = NvAddress());
void pairHost(NvComputer* computer, QString pin);
@@ -214,4 +224,5 @@ private:
QMdnsEngine::Browser* m_MdnsBrowser;
QMdnsEngine::Cache m_MdnsCache;
QVector<MdnsPendingComputer*> m_PendingResolution;
CompatFetcher m_CompatFetcher;
};
+3 -3
View File
@@ -20,7 +20,7 @@ void ComputerSeeker::start(int timeout)
// if m_ComputerName is UUID, or the name that doesn't resolve to an IP
// address) and by polling it using mDNS, hopefully one of these methods
// would find the host
m_ComputerManager->addNewHost(m_ComputerName, false);
m_ComputerManager->addNewHostManually(m_ComputerName);
m_ComputerManager->startPolling();
}
@@ -44,8 +44,8 @@ bool ComputerSeeker::matchComputer(NvComputer *computer) const
return true;
}
for (const QString& addr : computer->uniqueAddresses()) {
if (addr.toLower() == value) {
for (const NvAddress& addr : computer->uniqueAddresses()) {
if (addr.address().toLower() == value || addr.toString().toLower() == value) {
return true;
}
}
+65
View File
@@ -0,0 +1,65 @@
#include "nvaddress.h"
#include <QHostAddress>
NvAddress::NvAddress()
{
setAddress(nullptr);
setPort(0);
}
NvAddress::NvAddress(QString addr, uint16_t port)
{
setAddress(addr);
setPort(port);
}
NvAddress::NvAddress(QHostAddress addr, uint16_t port)
{
setAddress(addr);
setPort(port);
}
uint16_t NvAddress::port() const
{
return m_Port;
}
QString NvAddress::address() const
{
return m_Address;
}
void NvAddress::setPort(uint16_t port)
{
m_Port = port;
}
void NvAddress::setAddress(QString addr)
{
m_Address = addr;
}
void NvAddress::setAddress(QHostAddress addr)
{
m_Address = addr.toString();
}
bool NvAddress::isNull() const
{
return m_Address.isEmpty();
}
QString NvAddress::toString() const
{
if (m_Address.isEmpty()) {
return "<NULL>";
}
if (QHostAddress(m_Address).protocol() == QAbstractSocket::IPv6Protocol) {
return QString("[%1]:%2").arg(m_Address).arg(m_Port);
}
else {
return QString("%1:%2").arg(m_Address).arg(m_Port);
}
}
+39
View File
@@ -0,0 +1,39 @@
#pragma once
#include <QHostAddress>
#define DEFAULT_HTTP_PORT 47989
#define DEFAULT_HTTPS_PORT 47984
class NvAddress
{
public:
NvAddress();
explicit NvAddress(QString addr, uint16_t port);
explicit NvAddress(QHostAddress addr, uint16_t port);
uint16_t port() const;
void setPort(uint16_t port);
QString address() const;
void setAddress(QString addr);
void setAddress(QHostAddress addr);
bool isNull() const;
QString toString() const;
bool operator==(const NvAddress& other) const
{
return m_Address == other.m_Address &&
m_Port == other.m_Port;
}
bool operator!=(const NvAddress& other) const
{
return !operator==(other);
}
private:
QString m_Address;
uint16_t m_Port;
};
+74 -26
View File
@@ -1,5 +1,6 @@
#include "nvcomputer.h"
#include "nvapp.h"
#include "settings/compatfetcher.h"
#include <QUdpSocket>
#include <QHostInfo>
@@ -10,9 +11,13 @@
#define SER_UUID "uuid"
#define SER_MAC "mac"
#define SER_LOCALADDR "localaddress"
#define SER_LOCALPORT "localport"
#define SER_REMOTEADDR "remoteaddress"
#define SER_REMOTEPORT "remoteport"
#define SER_MANUALADDR "manualaddress"
#define SER_MANUALPORT "manualport"
#define SER_IPV6ADDR "ipv6address"
#define SER_IPV6PORT "ipv6port"
#define SER_APPLIST "apps"
#define SER_SRVCERT "srvcert"
#define SER_CUSTOMNAME "customname"
@@ -23,10 +28,14 @@ NvComputer::NvComputer(QSettings& settings)
this->uuid = settings.value(SER_UUID).toString();
this->hasCustomName = settings.value(SER_CUSTOMNAME).toBool();
this->macAddress = settings.value(SER_MAC).toByteArray();
this->localAddress = settings.value(SER_LOCALADDR).toString();
this->remoteAddress = settings.value(SER_REMOTEADDR).toString();
this->ipv6Address = settings.value(SER_IPV6ADDR).toString();
this->manualAddress = settings.value(SER_MANUALADDR).toString();
this->localAddress = NvAddress(settings.value(SER_LOCALADDR).toString(),
settings.value(SER_LOCALPORT, QVariant(DEFAULT_HTTP_PORT)).toUInt());
this->remoteAddress = NvAddress(settings.value(SER_REMOTEADDR).toString(),
settings.value(SER_REMOTEPORT, QVariant(DEFAULT_HTTP_PORT)).toUInt());
this->ipv6Address = NvAddress(settings.value(SER_IPV6ADDR).toString(),
settings.value(SER_IPV6PORT, QVariant(DEFAULT_HTTP_PORT)).toUInt());
this->manualAddress = NvAddress(settings.value(SER_MANUALADDR).toString(),
settings.value(SER_MANUALPORT, QVariant(DEFAULT_HTTP_PORT)).toUInt());
this->serverCert = QSslCertificate(settings.value(SER_SRVCERT).toByteArray());
int appCount = settings.beginReadArray(SER_APPLIST);
@@ -40,7 +49,6 @@ NvComputer::NvComputer(QSettings& settings)
settings.endArray();
sortAppList();
this->activeAddress = nullptr;
this->currentGameId = 0;
this->pairState = PS_UNKNOWN;
this->state = CS_UNKNOWN;
@@ -50,6 +58,16 @@ NvComputer::NvComputer(QSettings& settings)
this->serverCodecModeSupport = 0;
this->pendingQuit = false;
this->gpuModel = nullptr;
this->isSupportedServerVersion = true;
this->externalPort = this->remoteAddress.port();
this->activeHttpsPort = 0;
}
void NvComputer::setRemoteAddress(QHostAddress address)
{
Q_ASSERT(this->externalPort != 0);
this->remoteAddress = NvAddress(address, this->externalPort);
}
void NvComputer::serialize(QSettings& settings) const
@@ -60,10 +78,14 @@ void NvComputer::serialize(QSettings& settings) const
settings.setValue(SER_CUSTOMNAME, hasCustomName);
settings.setValue(SER_UUID, uuid);
settings.setValue(SER_MAC, macAddress);
settings.setValue(SER_LOCALADDR, localAddress);
settings.setValue(SER_REMOTEADDR, remoteAddress);
settings.setValue(SER_IPV6ADDR, ipv6Address);
settings.setValue(SER_MANUALADDR, manualAddress);
settings.setValue(SER_LOCALADDR, localAddress.address());
settings.setValue(SER_LOCALPORT, localAddress.port());
settings.setValue(SER_REMOTEADDR, remoteAddress.address());
settings.setValue(SER_REMOTEPORT, remoteAddress.port());
settings.setValue(SER_IPV6ADDR, ipv6Address.address());
settings.setValue(SER_IPV6PORT, ipv6Address.port());
settings.setValue(SER_MANUALADDR, manualAddress.address());
settings.setValue(SER_MANUALPORT, manualAddress.port());
settings.setValue(SER_SRVCERT, serverCert.toPem());
// Avoid deleting an existing applist if we couldn't get one
@@ -85,9 +107,9 @@ void NvComputer::sortAppList()
});
}
NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serverCert)
NvComputer::NvComputer(NvHTTP& http, QString serverInfo)
{
this->serverCert = serverCert;
this->serverCert = http.serverCert();
this->hasCustomName = false;
this->name = NvHTTP::getXmlString(serverInfo, "hostname");
@@ -128,21 +150,41 @@ NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serv
});
// We can get an IPv4 loopback address if we're using the GS IPv6 Forwarder
this->localAddress = NvHTTP::getXmlString(serverInfo, "LocalIP");
if (this->localAddress.startsWith("127.")) {
this->localAddress = QString();
this->localAddress = NvAddress(NvHTTP::getXmlString(serverInfo, "LocalIP"), http.httpPort());
if (this->localAddress.address().startsWith("127.")) {
this->localAddress = NvAddress();
}
QString httpsPort = NvHTTP::getXmlString(serverInfo, "HttpsPort");
if (httpsPort.isEmpty() || (this->activeHttpsPort = httpsPort.toUShort()) == 0) {
this->activeHttpsPort = DEFAULT_HTTPS_PORT;
}
// This is an extension which is not present in GFE. It is present for Sunshine to be able
// to support dynamic HTTP WAN ports without requiring the user to manually enter the port.
QString remotePortStr = NvHTTP::getXmlString(serverInfo, "ExternalPort");
if (remotePortStr.isEmpty() || (this->externalPort = remotePortStr.toUShort()) == 0) {
this->externalPort = DEFAULT_HTTP_PORT;
}
QString remoteAddress = NvHTTP::getXmlString(serverInfo, "ExternalIP");
if (!remoteAddress.isEmpty()) {
this->remoteAddress = NvAddress(remoteAddress, this->externalPort);
}
else {
this->remoteAddress = NvAddress();
}
this->remoteAddress = NvHTTP::getXmlString(serverInfo, "ExternalIP");
this->pairState = NvHTTP::getXmlString(serverInfo, "PairStatus") == "1" ?
PS_PAIRED : PS_NOT_PAIRED;
this->currentGameId = NvHTTP::getCurrentGame(serverInfo);
this->appVersion = NvHTTP::getXmlString(serverInfo, "appversion");
this->gfeVersion = NvHTTP::getXmlString(serverInfo, "GfeVersion");
this->gpuModel = NvHTTP::getXmlString(serverInfo, "gputype");
this->activeAddress = address;
this->activeAddress = http.address();
this->state = NvComputer::CS_ONLINE;
this->pendingQuit = false;
this->isSupportedServerVersion = CompatFetcher::isGfeVersionSupported(this->gfeVersion);
}
bool NvComputer::wake()
@@ -174,7 +216,10 @@ bool NvComputer::wake()
// Add the addresses that we know this host to be
// and broadcast addresses for this link just in
// case the host has timed out in ARP entries.
QVector<QString> addressList = uniqueAddresses();
QVector<QString> addressList;
for (const NvAddress& addr : uniqueAddresses()) {
addressList.append(addr.address());
}
addressList.append("255.255.255.255");
// Try to broadcast on all available NICs
@@ -235,14 +280,14 @@ bool NvComputer::wake()
bool NvComputer::isReachableOverVpn()
{
if (activeAddress.isEmpty()) {
if (activeAddress.isNull()) {
return false;
}
QTcpSocket s;
s.setProxy(QNetworkProxy::NoProxy);
s.connectToHost(activeAddress, 47984);
s.connectToHost(activeAddress.address(), activeAddress.port());
if (s.waitForConnected(3000)) {
Q_ASSERT(!s.localAddress().isNull());
@@ -328,9 +373,9 @@ bool NvComputer::updateAppList(QVector<NvApp> newAppList) {
return true;
}
QVector<QString> NvComputer::uniqueAddresses() const
QVector<NvAddress> NvComputer::uniqueAddresses() const
{
QVector<QString> uniqueAddressList;
QVector<NvAddress> uniqueAddressList;
// Start with addresses correctly ordered
uniqueAddressList.append(activeAddress);
@@ -341,7 +386,7 @@ QVector<QString> NvComputer::uniqueAddresses() const
// Prune duplicates (always giving precedence to the first)
for (int i = 0; i < uniqueAddressList.count(); i++) {
if (uniqueAddressList[i].isEmpty()) {
if (uniqueAddressList[i].isNull()) {
uniqueAddressList.remove(i);
i--;
continue;
@@ -397,10 +442,12 @@ bool NvComputer::update(NvComputer& that)
ASSIGN_IF_CHANGED(name);
}
ASSIGN_IF_CHANGED_AND_NONEMPTY(macAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(localAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(remoteAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(ipv6Address);
ASSIGN_IF_CHANGED_AND_NONEMPTY(manualAddress);
ASSIGN_IF_CHANGED_AND_NONNULL(localAddress);
ASSIGN_IF_CHANGED_AND_NONNULL(remoteAddress);
ASSIGN_IF_CHANGED_AND_NONNULL(ipv6Address);
ASSIGN_IF_CHANGED_AND_NONNULL(manualAddress);
ASSIGN_IF_CHANGED(activeHttpsPort);
ASSIGN_IF_CHANGED(externalPort);
ASSIGN_IF_CHANGED(pairState);
ASSIGN_IF_CHANGED(serverCodecModeSupport);
ASSIGN_IF_CHANGED(currentGameId);
@@ -408,6 +455,7 @@ bool NvComputer::update(NvComputer& that)
ASSIGN_IF_CHANGED(state);
ASSIGN_IF_CHANGED(gfeVersion);
ASSIGN_IF_CHANGED(appVersion);
ASSIGN_IF_CHANGED(isSupportedServerVersion);
ASSIGN_IF_CHANGED(maxLumaPixelsHEVC);
ASSIGN_IF_CHANGED(gpuModel);
ASSIGN_IF_CHANGED_AND_NONNULL(serverCert);
+16 -7
View File
@@ -1,6 +1,7 @@
#pragma once
#include "nvhttp.h"
#include "nvaddress.h"
#include <QThread>
#include <QReadWriteLock>
@@ -21,10 +22,13 @@ private:
bool pendingQuit;
public:
explicit NvComputer(QString address, QString serverInfo, QSslCertificate serverCert);
explicit NvComputer(NvHTTP& http, QString serverInfo);
explicit NvComputer(QSettings& settings);
void
setRemoteAddress(QHostAddress);
bool
update(NvComputer& that);
@@ -34,7 +38,7 @@ public:
bool
isReachableOverVpn();
QVector<QString>
QVector<NvAddress>
uniqueAddresses() const;
void
@@ -57,7 +61,8 @@ public:
// Ephemeral traits
ComputerState state;
PairState pairState;
QString activeAddress;
NvAddress activeAddress;
uint16_t activeHttpsPort;
int currentGameId;
QString gfeVersion;
QString appVersion;
@@ -65,12 +70,13 @@ public:
int maxLumaPixelsHEVC;
int serverCodecModeSupport;
QString gpuModel;
bool isSupportedServerVersion;
// Persisted traits
QString localAddress;
QString remoteAddress;
QString ipv6Address;
QString manualAddress;
NvAddress localAddress;
NvAddress remoteAddress;
NvAddress ipv6Address;
NvAddress manualAddress;
QByteArray macAddress;
QString name;
bool hasCustomName;
@@ -80,4 +86,7 @@ public:
// Synchronization
mutable QReadWriteLock lock;
private:
uint16_t externalPort;
};
+75 -14
View File
@@ -1,4 +1,4 @@
#include "nvhttp.h"
#include "nvcomputer.h"
#include <Limelight.h>
#include <QDebug>
@@ -18,15 +18,14 @@
#define RESUME_TIMEOUT_MS 30000
#define QUIT_TIMEOUT_MS 30000
NvHTTP::NvHTTP(QString address, QSslCertificate serverCert) :
NvHTTP::NvHTTP(NvAddress address, uint16_t httpsPort, QSslCertificate serverCert) :
m_ServerCert(serverCert)
{
m_BaseUrlHttp.setScheme("http");
m_BaseUrlHttps.setScheme("https");
m_BaseUrlHttp.setPort(47989);
m_BaseUrlHttps.setPort(47984);
setAddress(address);
setHttpsPort(httpsPort);
// Never use a proxy server
QNetworkProxy noProxy(QNetworkProxy::NoProxy);
@@ -35,26 +34,54 @@ NvHTTP::NvHTTP(QString address, QSslCertificate serverCert) :
connect(&m_Nam, &QNetworkAccessManager::sslErrors, this, &NvHTTP::handleSslErrors);
}
NvHTTP::NvHTTP(NvComputer* computer) :
NvHTTP(computer->activeAddress, computer->activeHttpsPort, computer->serverCert)
{
}
void NvHTTP::setServerCert(QSslCertificate serverCert)
{
m_ServerCert = serverCert;
}
void NvHTTP::setAddress(QString address)
void NvHTTP::setAddress(NvAddress address)
{
Q_ASSERT(!address.isEmpty());
Q_ASSERT(!address.isNull());
m_Address = address;
m_BaseUrlHttp.setHost(address);
m_BaseUrlHttps.setHost(address);
m_BaseUrlHttp.setHost(address.address());
m_BaseUrlHttps.setHost(address.address());
m_BaseUrlHttp.setPort(address.port());
}
QString NvHTTP::address()
void NvHTTP::setHttpsPort(uint16_t port)
{
m_BaseUrlHttps.setPort(port);
}
NvAddress NvHTTP::address()
{
return m_Address;
}
QSslCertificate NvHTTP::serverCert()
{
return m_ServerCert;
}
uint16_t NvHTTP::httpPort()
{
return m_BaseUrlHttp.port();
}
uint16_t NvHTTP::httpsPort()
{
return m_BaseUrlHttps.port();
}
QVector<int>
NvHTTP::parseQuad(QString quad)
{
@@ -98,8 +125,8 @@ NvHTTP::getServerInfo(NvLogLevel logLevel, bool fastFail)
{
QString serverInfo;
// Check if we have a pinned cert for this host yet
if (!m_ServerCert.isNull())
// Check if we have a pinned cert and HTTPS port for this host yet
if (!m_ServerCert.isNull() && httpsPort() != 0)
{
try
{
@@ -134,13 +161,26 @@ NvHTTP::getServerInfo(NvLogLevel logLevel, bool fastFail)
}
else
{
// Only use HTTP prior to pairing
// Only use HTTP prior to pairing or fetching HTTPS port
serverInfo = openConnectionToString(m_BaseUrlHttp,
"serverinfo",
nullptr,
fastFail ? FAST_FAIL_TIMEOUT_MS : REQUEST_TIMEOUT_MS,
logLevel);
verifyResponseStatus(serverInfo);
// Populate the HTTPS port
uint16_t httpsPort = getXmlString(serverInfo, "HttpsPort").toUShort();
if (httpsPort == 0) {
httpsPort = DEFAULT_HTTPS_PORT;
}
setHttpsPort(httpsPort);
// If we just needed to determine the HTTPS port, we'll try again over
// HTTPS now that we have the port number
if (!m_ServerCert.isNull()) {
return getServerInfo(logLevel, fastFail);
}
}
return serverInfo;
@@ -151,7 +191,8 @@ NvHTTP::launchApp(int appId,
PSTREAM_CONFIGURATION streamConfig,
bool sops,
bool localAudio,
int gamepadMask)
int gamepadMask,
QString& rtspSessionUrl)
{
int riKeyId;
@@ -181,12 +222,16 @@ NvHTTP::launchApp(int appId,
"&gcmap="+QString::number(gamepadMask),
LAUNCH_TIMEOUT_MS);
qInfo() << "Launch response:" << response;
// Throws if the request failed
verifyResponseStatus(response);
rtspSessionUrl = getXmlString(response, "sessionUrl0");
}
void
NvHTTP::resumeApp(PSTREAM_CONFIGURATION streamConfig)
NvHTTP::resumeApp(PSTREAM_CONFIGURATION streamConfig, QString& rtspSessionUrl)
{
int riKeyId;
@@ -201,8 +246,12 @@ NvHTTP::resumeApp(PSTREAM_CONFIGURATION streamConfig)
"&surroundAudioInfo="+QString::number(SURROUNDAUDIOINFO_FROM_AUDIO_CONFIGURATION(streamConfig->audioConfiguration)),
RESUME_TIMEOUT_MS);
qInfo() << "Resume response:" << response;
// Throws if the request failed
verifyResponseStatus(response);
rtspSessionUrl = getXmlString(response, "sessionUrl0");
}
void
@@ -214,6 +263,8 @@ NvHTTP::quitApp()
nullptr,
QUIT_TIMEOUT_MS);
qInfo() << "Quit response:" << response;
// Throws if the request failed
verifyResponseStatus(response);
@@ -330,6 +381,8 @@ NvHTTP::verifyResponseStatus(QString xml)
}
}
}
throw GfeHttpResponseException(-1, "Malformed GFE XML (missing root element)");
}
QImage
@@ -435,6 +488,9 @@ NvHTTP::openConnection(QUrl baseUrl,
int timeoutMs,
NvLogLevel logLevel)
{
// Port must be set
Q_ASSERT(baseUrl.port(0) != 0);
// Build a URL for the request
QUrl url(baseUrl);
url.setPath("/" + command);
@@ -451,6 +507,11 @@ NvHTTP::openConnection(QUrl baseUrl,
// Add our client certificate
request.setSslConfiguration(IdentityManager::get()->getSslConfig());
#if QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
// Disable HTTP/2 (GFE 3.22 doesn't like it) and Qt 6 enables it by default
request.setAttribute(QNetworkRequest::Http2AllowedAttribute, false);
#endif
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 15, 1) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947 (introduced in Qt 5.14.0 and fixed in Qt 5.15.1)
QT_WARNING_PUSH
+20 -6
View File
@@ -2,6 +2,7 @@
#include "identitymanager.h"
#include "nvapp.h"
#include "nvaddress.h"
#include <Limelight.h>
@@ -9,6 +10,8 @@
#include <QNetworkAccessManager>
#include <QNetworkReply>
class NvComputer;
class NvDisplayMode
{
public:
@@ -106,7 +109,9 @@ public:
NVLL_VERBOSE
};
explicit NvHTTP(QString address, QSslCertificate serverCert);
explicit NvHTTP(NvAddress address, uint16_t httpsPort, QSslCertificate serverCert);
explicit NvHTTP(NvComputer* computer);
static
int
@@ -138,9 +143,16 @@ public:
void setServerCert(QSslCertificate serverCert);
void setAddress(QString address);
void setAddress(NvAddress address);
void setHttpsPort(uint16_t port);
QString address();
NvAddress address();
QSslCertificate serverCert();
uint16_t httpPort();
uint16_t httpsPort();
static
QVector<int>
@@ -150,14 +162,16 @@ public:
quitApp();
void
resumeApp(PSTREAM_CONFIGURATION streamConfig);
resumeApp(PSTREAM_CONFIGURATION streamConfig,
QString& rtspSessionUrl);
void
launchApp(int appId,
PSTREAM_CONFIGURATION streamConfig,
bool sops,
bool localAudio,
int gamepadMask);
int gamepadMask,
QString& rtspSessionUrl);
QVector<NvApp>
getAppList();
@@ -182,7 +196,7 @@ private:
int timeoutMs,
NvLogLevel logLevel);
QString m_Address;
NvAddress m_Address;
QNetworkAccessManager m_Nam;
QSslCertificate m_ServerCert;
};
+3 -7
View File
@@ -11,8 +11,8 @@
#define REQUEST_TIMEOUT_MS 5000
NvPairingManager::NvPairingManager(QString address) :
m_Http(address, QSslCertificate())
NvPairingManager::NvPairingManager(NvComputer* computer) :
m_Http(computer)
{
QByteArray cert = IdentityManager::get()->getCertificate();
BIO *bio = BIO_new_mem_buf(cert.data(), -1);
@@ -167,11 +167,7 @@ NvPairingManager::signMessage(const QByteArray& message)
EVP_MD_CTX *ctx = EVP_MD_CTX_create();
THROW_BAD_ALLOC_IF_NULL(ctx);
const EVP_MD *md = EVP_get_digestbyname("SHA256");
THROW_BAD_ALLOC_IF_NULL(md);
EVP_DigestInit_ex(ctx, md, NULL);
EVP_DigestSignInit(ctx, NULL, md, NULL, m_PrivateKey);
EVP_DigestSignInit(ctx, NULL, EVP_sha256(), NULL, m_PrivateKey);
EVP_DigestSignUpdate(ctx, reinterpret_cast<unsigned char*>(const_cast<char*>(message.data())), message.length());
size_t signatureLength = 0;
+1 -1
View File
@@ -17,7 +17,7 @@ public:
ALREADY_IN_PROGRESS
};
explicit NvPairingManager(QString address);
explicit NvPairingManager(NvComputer* computer);
~NvPairingManager();
+10
View File
@@ -64,6 +64,16 @@ SystemProperties::SystemProperties()
hasDiscordIntegration = false;
#endif
// TODO: Do something smarter than this. We should be able to query
// this from the decoder (or just try VIDEO_FORMAT_H265_MAIN10 and
// fail if we don't get a hardware accelerated decoder).
#ifdef Q_OS_DARWIN
// HDR is supported by the VideoToolbox renderer
supportsHdr = true;
#else
supportsHdr = false;
#endif
unmappedGamepads = SdlInputHandler::getUnmappedGamepads();
// Populate data that requires talking to SDL. We do it all in one shot
+2
View File
@@ -26,6 +26,7 @@ public:
Q_PROPERTY(int maximumStreamingFrameRate MEMBER maximumStreamingFrameRate CONSTANT)
Q_PROPERTY(QSize maximumResolution MEMBER maximumResolution CONSTANT)
Q_PROPERTY(QString versionString MEMBER versionString CONSTANT)
Q_PROPERTY(bool supportsHdr MEMBER supportsHdr CONSTANT)
Q_INVOKABLE void refreshDisplays();
Q_INVOKABLE QRect getDesktopResolution(int displayIndex);
@@ -54,5 +55,6 @@ private:
QList<QRect> monitorDesktopResolutions;
QList<QRect> monitorNativeResolutions;
QString versionString;
bool supportsHdr;
};
+2 -2
View File
@@ -350,8 +350,8 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve --fps option
if (parser.isSet("fps")) {
preferences->fps = parser.getIntOption("fps");
if (!inRange(preferences->fps, 30, 120)) {
parser.showError("FPS must be in range: 30 - 120");
if (!inRange(preferences->fps, 30, 240)) {
parser.showError("FPS must be in range: 30 - 240");
}
}
@@ -36,6 +36,68 @@
</screenshots>
<releases>
<release version="3.2.0" date="2022-01-18">
<description>
<p>New features:</p>
<ul>
<li>Reduced CPU usage while streaming</li>
<li>Non-ASCII characters are now supported when pasting clipboard data to the host</li>
<li>Added support for zero-copy NVDEC rendering for Nvidia Wayland systems</li>
<li>Significantly improved performance with asynchronous decoders like V4L2M2M on Linux</li>
<li>Added support for color compression planes on newer Intel systems when using VAAPI decoding</li>
<li>Added support for copy-back rendering in non-default pixel formats (like the Raspberry Pi SAND format)</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed unexpected GUI input after using the gamepad quit combo</li>
<li>Updated included gamepad mappings</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="3.1.4" date="2021-06-25">
<description>
<p>Changes:</p>
<ul>
<li>Added network latency statistics to the performance overlay</li>
<li>Improved audio quality on unreliable connections (requires GeForce Experience 3.19 or later)</li>
<li>Reduced video frame drops on unreliable connections (requires GeForce Experience 3.22 or later)</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="3.1.3" date="2021-05-07">
<description>
<p>Changes:</p>
<ul>
<li>Fixed an issue that could cause excessive audio latency on some connections</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="3.1.2" date="2021-05-03">
<description>
<p>Changes:</p>
<ul>
<li>Improved connection reliability and performance with GeForce Experience 3.22</li>
<li>Added support for audio encryption with GeForce Experience 3.22</li>
<li>Added compatibility update checks for future versions of GeForce Experience</li>
<li>Fixed keyboard capture on X11</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<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>
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After

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+8 -3
View File
@@ -88,9 +88,14 @@ CenteredGridView {
source: model.boxart
onSourceSizeChanged: {
if ((sourceSize.width == 130 && sourceSize.height == 180) || // GFE 2.0 placeholder image
(sourceSize.width == 628 && sourceSize.height == 888) || // GFE 3.0 placeholder image
(sourceSize.width == 200 && sourceSize.height == 266)) // Our no_app_image.png
// Nearly all of Nvidia's official box art does not match the dimensions of placeholder
// images, however the one known exeception is Overcooked. Therefore, we only execute
// the image size checks if this is not an app collector game. We know the officially
// supported games all have box art, so this check is not required.
if (!model.isAppCollectorGame &&
((sourceSize.width == 130 && sourceSize.height == 180) || // GFE 2.0 placeholder image
(sourceSize.width == 628 && sourceSize.height == 888) || // GFE 3.0 placeholder image
(sourceSize.width == 200 && sourceSize.height == 266))) // Our no_app_image.png
{
isPlaceholder = true
}
+2 -2
View File
@@ -1,5 +1,6 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import QtQuick.Layouts 1.3
ToolButton {
property string iconSource
@@ -20,8 +21,7 @@ ToolButton {
// This determines the size of the Material highlight. We increase it
// from the default because we use larger than normal icons for TV readability.
background.width: (parent.height - parent.anchors.bottomMargin - parent.anchors.topMargin) * 0.60
background.height: (parent.height - parent.anchors.bottomMargin - parent.anchors.topMargin) * 0.60
Layout.preferredHeight: parent.height
Keys.onReturnPressed: {
clicked()
+6 -1
View File
@@ -220,7 +220,12 @@ CenteredGridView {
onClicked: {
if (model.online) {
if (model.paired) {
if (!model.serverSupported) {
errorDialog.text = qsTr("The version of GeForce Experience on %1 is not supported by this build of Moonlight. You must update Moonlight to stream from %1.").arg(model.name)
errorDialog.helpText = ""
errorDialog.open()
}
else if (model.paired) {
// go to game view
var component = Qt.createComponent("AppView.qml")
var appView = component.createObject(stackView, {"computerIndex": index, "objectName": model.name})
+63 -7
View File
@@ -766,7 +766,7 @@ Flickable {
val: StreamingPreferences.LANG_AUTO
}
ListElement {
text: "Deutsch" //German
text: "Deutsch" // German
val: StreamingPreferences.LANG_DE
}
ListElement {
@@ -774,13 +774,65 @@ Flickable {
val: StreamingPreferences.LANG_EN
}
ListElement {
text: "Français" //French
text: "Français" // French
val: StreamingPreferences.LANG_FR
}
ListElement {
text: "简体中文" //Simplified Chinese
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
}
ListElement {
text: "Español" // Spanish
val: StreamingPreferences.LANG_ES
}
ListElement {
text: "日本語" // Japanese
val: StreamingPreferences.LANG_JA
}
ListElement {
text: "Tiếng Việt" // Vietnamese
val: StreamingPreferences.LANG_VI
}
ListElement {
text: "ภาษาไทย" // Thai
val: StreamingPreferences.LANG_TH
}
ListElement {
text: "한국어" // Korean
val: StreamingPreferences.LANG_KO
}
/* ListElement {
text: "Magyar" // Hungarian
val: StreamingPreferences.LANG_HU
} */
ListElement {
text: "Nederlands" // Dutch
val: StreamingPreferences.LANG_NL
}
ListElement {
text: "Svenska" // Swedish
val: StreamingPreferences.LANG_SV
}
/* ListElement {
text: "Türkçe" // Turkish
val: StreamingPreferences.LANG_TR
} */
/* ListElement {
text: "Українська" // Ukrainian
val: StreamingPreferences.LANG_UK
} */
ListElement {
text: "繁体字" // Traditional Chinese
val: StreamingPreferences.LANG_ZH_HANT
}
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
@@ -1232,6 +1284,13 @@ Flickable {
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
if (SystemProperties.supportsHdr) {
codecListModel.append({
"text": qsTr("HEVC HDR (Experimental)"),
"val": StreamingPreferences.VCC_FORCE_HEVC_HDR
});
}
var saved_vcc = StreamingPreferences.videoCodecConfig
currentIndex = 0
for(var i = 0; i < codecListModel.count; i++) {
@@ -1260,10 +1319,7 @@ Flickable {
text: qsTr("HEVC (H.265)")
val: StreamingPreferences.VCC_FORCE_HEVC
}
/*ListElement {
text: qsTr("HEVC HDR (Experimental)")
val: StreamingPreferences.VCC_FORCE_HEVC_HDR
}*/
/* HEVC HDR will be appended here */
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
+3
View File
@@ -91,6 +91,8 @@ QVariant AppModel::data(const QModelIndex &index, int role) const
return app.id;
case DirectLaunchRole:
return app.directLaunch;
case AppCollectorGameRole:
return app.isAppCollectorGame;
default:
return QVariant();
}
@@ -106,6 +108,7 @@ QHash<int, QByteArray> AppModel::roleNames() const
names[HiddenRole] = "hidden";
names[AppIdRole] = "appid";
names[DirectLaunchRole] = "directLaunch";
names[AppCollectorGameRole] = "appCollectorGame";
return names;
}
+2 -1
View File
@@ -17,7 +17,8 @@ class AppModel : public QAbstractListModel
BoxArtRole,
HiddenRole,
AppIdRole,
DirectLaunchRole
DirectLaunchRole,
AppCollectorGameRole,
};
public:
+3
View File
@@ -42,6 +42,8 @@ QVariant ComputerModel::data(const QModelIndex& index, int role) const
return !computer->macAddress.isEmpty();
case StatusUnknownRole:
return computer->state == NvComputer::CS_UNKNOWN;
case ServerSupportedRole:
return computer->isSupportedServerVersion;
default:
return QVariant();
}
@@ -68,6 +70,7 @@ QHash<int, QByteArray> ComputerModel::roleNames() const
names[BusyRole] = "busy";
names[WakeableRole] = "wakeable";
names[StatusUnknownRole] = "statusUnknown";
names[ServerSupportedRole] = "serverSupported";
return names;
}
+2 -1
View File
@@ -14,7 +14,8 @@ class ComputerModel : public QAbstractListModel
PairedRole,
BusyRole,
WakeableRole,
StatusUnknownRole
StatusUnknownRole,
ServerSupportedRole
};
public:
+3 -3
View File
@@ -215,7 +215,7 @@ ApplicationWindow {
}
RowLayout {
spacing: 20
spacing: 10
anchors.leftMargin: 10
anchors.rightMargin: 10
anchors.fill: parent
@@ -412,7 +412,7 @@ ApplicationWindow {
ErrorMessageDialog {
id: noHwDecoderDialog
text: qsTr("No functioning hardware accelerated H.264 video decoder was detected by Moonlight. " +
text: qsTr("No functioning hardware accelerated video decoder was detected by Moonlight. " +
"Your streaming performance may be severely degraded in this configuration.")
helpText: qsTr("Click the Help button for more information on solving this problem.")
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"
@@ -493,7 +493,7 @@ ApplicationWindow {
onAccepted: {
if (editText.text) {
ComputerManager.addNewHost(editText.text.trim(), false)
ComputerManager.addNewHostManually(editText.text.trim())
}
}
+14
View File
@@ -12,6 +12,7 @@
SdlGamepadKeyNavigation::SdlGamepadKeyNavigation()
: m_Enabled(false),
m_UiNavMode(false),
m_FirstPoll(false),
m_LastAxisNavigationEventTime(0)
{
m_PollingTimer = new QTimer(this);
@@ -62,6 +63,9 @@ void SdlGamepadKeyNavigation::enable()
}
}
// Flush events on the first poll
m_FirstPoll = true;
// Poll every 50 ms for a new joystick event
m_PollingTimer->start(50);
@@ -91,6 +95,16 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
SDL_Event event;
StreamingPreferences prefs;
// Discard any pending button events on the first poll to avoid picking up
// stale input data from the stream session (like the quit combo).
if (m_FirstPoll) {
SDL_PumpEvents();
SDL_FlushEvent(SDL_CONTROLLERBUTTONDOWN);
SDL_FlushEvent(SDL_CONTROLLERBUTTONUP);
m_FirstPoll = false;
}
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
+1
View File
@@ -34,5 +34,6 @@ private:
QList<SDL_GameController*> m_Gamepads;
bool m_Enabled;
bool m_UiNavMode;
bool m_FirstPoll;
Uint32 m_LastAxisNavigationEventTime;
};
Binary file not shown.
+165 -132
View File
@@ -4,49 +4,49 @@
<context>
<name>AppView</name>
<message>
<location filename="../gui/AppView.qml" line="139"/>
<location filename="../gui/AppView.qml" line="293"/>
<location filename="../gui/AppView.qml" line="144"/>
<location filename="../gui/AppView.qml" line="298"/>
<source>Resume Game</source>
<translation>App fortsetzen</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="165"/>
<location filename="../gui/AppView.qml" line="298"/>
<location filename="../gui/AppView.qml" line="170"/>
<location filename="../gui/AppView.qml" line="303"/>
<source>Quit Game</source>
<translation>App beenden</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="293"/>
<location filename="../gui/AppView.qml" line="298"/>
<source>Launch Game</source>
<translation>App starten</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="306"/>
<location filename="../gui/AppView.qml" line="311"/>
<source>Direct Launch</source>
<translation>Autostart</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="310"/>
<location filename="../gui/AppView.qml" line="315"/>
<source>Launch this app immediately when the host is selected, bypassing the app selection grid.</source>
<translation>Starte diese App sofort nachdem dieser Host ausgewählt wurde und überspringe die Appauswahl.</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="319"/>
<location filename="../gui/AppView.qml" line="324"/>
<source>Hide Game</source>
<translation>App ausblenden</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="323"/>
<location filename="../gui/AppView.qml" line="328"/>
<source>Hide this game from the app grid. To access hidden games, right-click on the host and choose %1.</source>
<translation>Blende diese App in der Appauswahl aus. Um ausgeblendete Apps wieder anzuzeigen, rechsklicke auf den Host und wähle %1.</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="323"/>
<location filename="../gui/AppView.qml" line="328"/>
<source>View All Apps</source>
<translation>Zeige alle Apps</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="338"/>
<location filename="../gui/AppView.qml" line="343"/>
<source>Are you sure you want to quit %1? Any unsaved progress will be lost.</source>
<translation>Bist du sicher, dass du &apos;%1&apos; beenden willst? Nicht gespeicherte Fortschritte gehen dabei verloren.</translation>
</message>
@@ -93,7 +93,7 @@
<context>
<name>NvHTTP</name>
<message>
<location filename="../backend/nvhttp.cpp" line="327"/>
<location filename="../backend/nvhttp.cpp" line="378"/>
<source>Missing audio capture device. Reinstalling GeForce Experience should resolve this error.</source>
<translation>Audioaufnahmegerät fehlt. Eine Neuinstallation von GeForece Experience sollte diesen Fehler beheben.</translation>
</message>
@@ -113,7 +113,7 @@
<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>Die Internetverbindung dieses Hosts blockiert Moonlight. Solange eine Verbindung mit diesem Netzwerk besteht, wird das streamen übers Internet möglicherweise nicht funktionieren.</translation>
<translation>Die Internetverbindung dieses Hosts blockiert Moonlight. Solange eine Verbindung mit diesem Netzwerk besteht, wird das Streamen übers Internet möglicherweise nicht funktionieren.</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="73"/>
@@ -140,7 +140,7 @@
<message>
<location filename="../gui/PcView.qml" line="187"/>
<source>Wake PC</source>
<translation>Host aufwachen</translation>
<translation>Host aufwecken</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="193"/>
@@ -158,52 +158,57 @@
<translation>Host entfernen</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="242"/>
<location filename="../gui/PcView.qml" line="224"/>
<source>The version of GeForce Experience on %1 is not supported by this build of Moonlight. You must update Moonlight to stream from %1.</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="247"/>
<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>Solange eine vorherige Session auf dem Host läuft, kann du nicht Pairen. Beende alle laufenden Apps oder state den Host neu. Dann probiere das pairen nochmal.</translation>
<translation>Solange eine vorherige Session auf dem Host läuft, kannst du nicht koppeln. Beende alle laufenden Apps oder starte den Host neu. Dann probiere das Koppeln erneut.</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="297"/>
<location filename="../gui/PcView.qml" line="302"/>
<source>Please enter %1 on your GameStream PC. This dialog will close when pairing is completed.</source>
<translation>Bitte gebe %1 auf deinem Host ein. Diese Nachricht wird nach dem Pairen automatisch geschlossen.</translation>
<translation>Bitte gebe %1 auf deinem Host ein. Diese Nachricht wird nach dem Koppeln automatisch geschlossen.</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="308"/>
<location filename="../gui/PcView.qml" line="313"/>
<source>Are you sure you want to remove this PC?</source>
<translation>Bist du sicher, dass du diesen Host entfernen möchtest?</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="325"/>
<location filename="../gui/PcView.qml" line="330"/>
<source>Moonlight is testing your network connection to determine if NVIDIA GameStream is blocked.</source>
<translation>Moonlight testet nun dein Netzwerk umherauszufinden, ob NVIDIA GameStream blockiert ist.</translation>
<translation>Moonlight testet nun dein Netzwerk um herauszufinden, ob NVIDIA GameStream blockiert ist.</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="325"/>
<location filename="../gui/PcView.qml" line="330"/>
<source>This may take a few seconds…</source>
<translation>Dies dauert ein paar Sekunden...</translation>
<translation>Dies dauert ein paar Sekunden…</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="336"/>
<location filename="../gui/PcView.qml" line="341"/>
<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>Dieses Netzwerk scheint Moonlight nicht zu blocken. Wenn du trotzdem Probleme beim verbinden hast, prüfe die Firewall deines Hosts.</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="336"/>
<location filename="../gui/PcView.qml" line="341"/>
<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>Wenn du veruchst übers Internet zu streamen, installiere das Moonlight Internet Hosting Tool auf deinem Host und starte das dort enthaltene Internet Streaming Tester Tool um deine Hos Internetverbindung zu prüfen.</translation>
<translation>Wenn du versuchst übers Internet zu streamen, installiere das Moonlight Internet Hosting Tool auf deinem Host und starte das dort enthaltene Internet Streaming Tester Tool um deine Host Internetverbindung zu prüfen.</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="340"/>
<location filename="../gui/PcView.qml" line="345"/>
<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>Die Internetverbindung dieses Hosts blockiert Moonlight. Solange eine Verbindung mit diesem Netzwerk besteht, wird das streamen übers Internet möglicherweise nicht funktionieren.</translation>
<translation>Die Internetverbindung dieses Hosts blockiert Moonlight. Solange eine Verbindung mit diesem Netzwerk besteht, wird das Streamen übers Internet möglicherweise nicht funktionieren.</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="340"/>
<location filename="../gui/PcView.qml" line="345"/>
<source>The following network ports were blocked:</source>
<translation>Die folgenden Netzwerkports sind gesperrt:</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="332"/>
<location filename="../gui/PcView.qml" line="337"/>
<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>Der Netzwerktest von diesem Host konnte nicht ausgeführt werden, da keine Verbindung zu den Testservern von Moonlight aufgebaut werden konnte. Prüfe deine Internetverbindung oder versuche es später nocheinmal.</translation>
</message>
@@ -230,10 +235,10 @@
<message>
<location filename="../gui/PcView.qml" line="177"/>
<source>View All Apps</source>
<translation>Zeieg alle Apps</translation>
<translation>Zeige alle Apps</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="352"/>
<location filename="../gui/PcView.qml" line="357"/>
<source>Enter the new name for this PC:</source>
<translation>Gebe einen neuen Namen für diesen Host ein:</translation>
</message>
@@ -241,7 +246,7 @@
<context>
<name>PendingQuitTask</name>
<message>
<location filename="../backend/computermanager.cpp" line="538"/>
<location filename="../backend/computermanager.cpp" line="540"/>
<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>Die laufende App wurde von einem anderem PC gestartet. Beende die App auf dem Host manuell oder vom PC welcher die App gestartet hat.</translation>
</message>
@@ -258,7 +263,7 @@
<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>PC %1 wurde noch nicht gepairt. Bitte öffne Moonlight zum pairen.</translation>
<translation>Host %1 wurde noch nicht gekoppelt. Bitte öffne Moonlight zum koppeln.</translation>
</message>
<message>
<location filename="../cli/quitstream.cpp" line="102"/>
@@ -304,7 +309,7 @@
<message>
<location filename="../streaming/session.cpp" line="100"/>
<source>Something went wrong on your host PC when starting the stream.</source>
<translation>Auf deinem Host ist etwas schiefgelaufen beim starten vom Stream.</translation>
<translation>Auf deinem Host ist etwas beim Starten vom Stream schiefgelaufen.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="101"/>
@@ -322,107 +327,126 @@
<translation>Verbindung getrennt</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="578"/>
<location filename="../streaming/session.cpp" line="613"/>
<source>The version of GeForce Experience on %1 is not supported by this build of Moonlight. You must update Moonlight to stream from %1.</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="618"/>
<source>Your selection to enable remote desktop mouse mode may cause problems in games.</source>
<translation>Die Auswahl des Remote Desktop Maus Modus kann in Spielen zu Problemen führen.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="583"/>
<location filename="../streaming/session.cpp" line="623"/>
<source>HDR is not supported with software decoding.</source>
<translation>HDR wird nicht von Software decodierung unterstützt.</translation>
<translation>HDR wird nicht von Software Dekodierung unterstützt.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="587"/>
<location filename="../streaming/session.cpp" line="627"/>
<source>Your settings selection to force software decoding may cause poor streaming performance.</source>
<translation>Software decodierung kann zu schlecher streaming Leitung führen.</translation>
<translation>Software Dekodierung kann zu schlecher streaming Leitung führen.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="592"/>
<location filename="../streaming/session.cpp" line="632"/>
<source>Using unsupported FPS options may cause stuttering or lag.</source>
<translation>Nicht unterstütze FPS Optionen kann stottern verursachen.</translation>
<translation>Nicht unterstützte FPS Optionen können stottern verursachen.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="595"/>
<location filename="../streaming/session.cpp" line="635"/>
<source>V-sync will be disabled when streaming at a higher frame rate than the display.</source>
<translation>V-Sync wird deaktiviert wenn mit einer höheren FrameRate als der Display gestreamt wird.</translation>
<translation>V-Sync wird deaktiviert wenn mit einer höheren Framerate als der des Display gestreamt wird.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="612"/>
<location filename="../streaming/session.cpp" line="662"/>
<source>Using software decoding due to your selection to force HEVC without GPU support. This may cause poor streaming performance.</source>
<translation>Da deine Grafikkarte kein HEVC Decodierung unterstützt wird Software decoding benutzt. Die kann zu einer schlechten streaming Leistung führen.</translation>
<translation>Da deine Grafikkarte kein HEVC Decodierung unterstützt wird Software Dekodierung benutzt. Die kann zu einer schlechten streaming Leistung führen.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="615"/>
<source>This PC&apos;s GPU doesn&apos;t support HEVC decoding.</source>
<translation>Die Grafikkarte deines PC&apos;s unterstützt keine HEVC Decodierung.</translation>
<translation type="vanished">Die Grafikkarte deines PC&apos;s unterstützt keine HEVC Dekodierung.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="622"/>
<location filename="../streaming/session.cpp" line="645"/>
<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>Die Grafikkarte deines Host&apos;s unterstützt kein HEVC. Es wird mindestens eine GeForce GTX 900-Series (Maxwell) oder neuer benötigt.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="639"/>
<location filename="../streaming/session.cpp" line="676"/>
<source>Using software decoding due to your selection to force H.264 without GPU support. This may cause poor streaming performance.</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="686"/>
<source>Your host PC and client PC don&apos;t support the same video codecs. This may cause poor streaming performance.</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="689"/>
<source>Your client GPU doesn&apos;t support H.264 decoding. This may cause poor streaming performance.</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="700"/>
<source>%1 doesn&apos;t support HDR10.</source>
<translation>%1 unterstützt kein HDR10.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="643"/>
<location filename="../streaming/session.cpp" line="704"/>
<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>Die Grafikkarte deines Host&apos;s unterstützt kein HDR. Es wird mindestens eine GeForce GTX 1000-Series (Pascal) oder neuer benötigt.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="652"/>
<location filename="../streaming/session.cpp" line="713"/>
<source>This PC&apos;s GPU doesn&apos;t support HEVC Main10 decoding for HDR streaming.</source>
<translation>Die Grafikkarte deines PC&apos;s unterstützt keine HEVC Main10 Decodierung für HDR streaming.</translation>
<translation>Die Grafikkarte deines PC&apos;s unterstützt keine HEVC Main10 Dekodierung für HDR streaming.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="665"/>
<location filename="../streaming/session.cpp" line="726"/>
<source>GeForce Experience 3.0 or higher is required for 4K streaming.</source>
<translation>Für 4K steaming wird mindestens GeForce Experience 3.0 benötigt.</translation>
<translation>Für 4K Streaming wird mindestens GeForce Experience 3.0 benötigt.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="680"/>
<location filename="../streaming/session.cpp" line="741"/>
<source>Your selected surround sound setting is not supported by the current audio device.</source>
<translation>Deine ausgewählte Surround Sound Einstellung wird nicht von dem momentanen Audiogerät untertützt.</translation>
<translation>Deine ausgewählte Surround Sound Einstellung wird von dem momentanen Audiogerät nicht untertützt.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="687"/>
<location filename="../streaming/session.cpp" line="748"/>
<source>Failed to open audio device. Audio will be unavailable during this session.</source>
<translation>Zugriff auf das Audiogerät fehlgeschlagen. Es wird kein Ton für diese Session Verfügbar sein.</translation>
<translation>Zugriff auf das Audiogerät fehlgeschlagen. Es wird kein Ton für diese Session verfügbar sein.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="692"/>
<location filename="../streaming/session.cpp" line="753"/>
<source>An attached gamepad has no mapping and won&apos;t be usable. Visit the Moonlight help to resolve this.</source>
<translation>Ein angeschlossener Controller hat keine Tastenbelegung und ist somit nicht nutzbar. Besuche die Moonlight help um dies zu lösen.</translation>
<translation>Ein angeschlossener Controller hat keine Tastenbelegung und ist somit nicht nutzbar. Besuche die Moonlight Hilfe um dies zu lösen.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="700"/>
<location filename="../streaming/session.cpp" line="761"/>
<source>Your host PC&apos;s GPU doesn&apos;t support streaming video resolutions over 4K.</source>
<translation>Die Grafikkarte deines Host&apos;s unterstüzt keine Videoauflösung übr 4K zum Streamen.</translation>
<translation>Die Grafikkarte deines Host&apos;s unterstüzt keine Videoauflösung über 4K zum Streamen.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="704"/>
<location filename="../streaming/session.cpp" line="765"/>
<source>Video resolutions over 4K are only supported by the HEVC codec.</source>
<translation>Videoauflösungen über 4K sind nur mit dem HEVC Codec Verfügbar.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="718"/>
<location filename="../streaming/session.cpp" line="779"/>
<source>Your selection to force hardware decoding cannot be satisfied due to missing hardware decoding support on this PC&apos;s GPU.</source>
<translation>Erzwungene Hardware Decodierung kann nicht ausgewählt werden, da der PC keine Hardware Decodierung unterstützt.</translation>
<translation>Erzwungene Hardware Dekodierung kann nicht ausgewählt werden, da der PC keine Hardware Decodierung unterstützt.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="721"/>
<location filename="../streaming/session.cpp" line="782"/>
<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>Erzwungene Hardware Decodierung ist nicht mit deinem ausgewähltem Codec kompatibel, da die Grafikkarte deines PC&apos;s den ausgewählen Codec nicht unterstützt.</translation>
<translation>Erzwungene Hardware Dekodierung ist nicht mit deinem ausgewähltem Codec kompatibel, da die Grafikkarte deines PC&apos;s den ausgewählen Codec nicht unterstützt.</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="1022"/>
<location filename="../streaming/session.cpp" line="1107"/>
<source>GeForce Experience returned error: %1</source>
<translation>GeForce Experience hat einen Fehler gemeldet: %1</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="1445"/>
<location filename="../streaming/session.cpp" line="1639"/>
<source>Unable to initialize video decoder. Please check your streaming settings and try again.</source>
<translation>Video Decoder konnte nicht initialisiert werden. Bitte prüfe deine Streaming Einstellungen und versuche es erneut.</translation>
</message>
@@ -442,7 +466,7 @@
<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>Zu hohe Werte für deinen PC oder deinem Netzwerk kann Lag oder Fehler verursachen.</translation>
<translation>Zu hohe Werte für deinen PC oder dein Netzwerk können Lags oder Fehler verursachen.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="60"/>
@@ -472,12 +496,12 @@
<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>Benutzerdefinierte Auflösungen sind offiziell nicht von GeForce Experience unterstützt, daher wird es deine Host Auflösung nicht setzen. Du musst es manuell setzen während des Streams.</translation>
<translation>Benutzerdefinierte Auflösungen sind offiziell nicht von GeForce Experience unterstützt, daher wird es deine Host Auflösung nicht setzen. Du musst es manuell während des Streams setzen.</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>Auflösung die von deinem Host oder Client nicht unterstützt sind, können zu Fehlern beim streamen führen.</translation>
<translation>Auflösung die nicht von deinem Host oder Client unterstützt sind, können zu Fehlern beim Streamen führen.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="338"/>
@@ -504,7 +528,7 @@
<message>
<location filename="../gui/SettingsView.qml" line="501"/>
<source>Lower the bitrate on slower connections. Raise the bitrate to increase image quality.</source>
<translation>Verringere die Bitrate für langsame Verbindungen. Erhöhe sie für eine bessere Videoqualität.</translation>
<translation>Verringere die Bitrate bei einer langsamen Verbindung, Erhöhe sie für eine bessere Videoqualität.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="519"/>
@@ -524,7 +548,7 @@
</message>
<message>
<location filename="../gui/SettingsView.qml" line="573"/>
<location filename="../gui/SettingsView.qml" line="847"/>
<location filename="../gui/SettingsView.qml" line="899"/>
<source>Fullscreen</source>
<translation>Vollbild</translation>
</message>
@@ -549,7 +573,7 @@
</message>
<message>
<location filename="../gui/SettingsView.qml" line="581"/>
<location filename="../gui/SettingsView.qml" line="839"/>
<location filename="../gui/SettingsView.qml" line="891"/>
<source>Windowed</source>
<translation>Fenster</translation>
</message>
@@ -596,12 +620,12 @@
<message>
<location filename="../gui/SettingsView.qml" line="693"/>
<source>Mute host PC speakers while streaming</source>
<translation>Schalte die Host Lautsprecher stumm während des streamens</translation>
<translation>Schalte die Host Lautsprecher während des streamens stumm</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>Du musst die laufende App neustarten damit diese Einstellung aktiv wird</translation>
<translation>Du musst die laufende App neustarten, damit diese Einstellung aktiv wird</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="709"/>
@@ -629,32 +653,32 @@
<translation>Automatisch</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="792"/>
<location filename="../gui/SettingsView.qml" line="844"/>
<source>You must restart Moonlight for this change to take effect</source>
<translation>Du musst Moonlight neustarten damit diese Einstellung aktiv wird</translation>
<translation>Du musst Moonlight neustarten, damit diese Einstellung aktiv wird</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="806"/>
<location filename="../gui/SettingsView.qml" line="858"/>
<source>GUI display mode</source>
<translation>Anzeige Modus der Oberfläche</translation>
<translation>Anzeigemodus der Oberfläche</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="843"/>
<location filename="../gui/SettingsView.qml" line="895"/>
<source>Maximized</source>
<translation>Maximiert</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="900"/>
<location filename="../gui/SettingsView.qml" line="952"/>
<source>Input Settings</source>
<translation>Eingabe Einstellungen</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="922"/>
<location filename="../gui/SettingsView.qml" line="973"/>
<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>Dies ermöglicht eine nahtlose Maussteuerung, ohne den Mauszeiger des PCs zu erfassen. Es ist ideal für die Remote-Desktop-Nutzung, funktioniert aber bei den meisten Spielen nicht.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="924"/>
<location filename="../gui/SettingsView.qml" line="975"/>
<source>NOTE: Due to a bug in GeForce Experience, this option may not work properly if your host PC has multiple monitors.</source>
<translation>HINWEIS: Aufgrund eines Fehlers in GeForce Experience funktioniert diese Option möglicherweise nicht richtig, wenn Ihr Host mehrere Monitore hat.</translation>
</message>
@@ -667,77 +691,77 @@
<translation type="vanished">Dies ermöglicht die Erfassung von systemweiten Tastenkombinationen wie Alt+Tab, die normalerweise vom Client beim Streamen im Vollbildmodus ausgeführt werden würden.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="943"/>
<location filename="../gui/SettingsView.qml" line="994"/>
<source>NOTE: Certain keyboard shortcuts like Ctrl+Alt+Del on Windows cannot be intercepted by any application, including Moonlight.</source>
<translation>HINWEIS: Bestimmte Tastenkombinationen wie Strg+Alt+Entf unter Windows können von keiner Anwendung abgefangen werden, auch nicht von Moonlight.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1006"/>
<location filename="../gui/SettingsView.qml" line="1057"/>
<source>Use touchscreen as a virtual trackpad</source>
<translation>Touchscreen als virtuelles Trackpad verwenden</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1023"/>
<location filename="../gui/SettingsView.qml" line="1074"/>
<source>Swap left and right mouse buttons</source>
<translation>Linke und rechte Maustaste vertauschen</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1035"/>
<location filename="../gui/SettingsView.qml" line="1086"/>
<source>Reverse mouse scrolling direction</source>
<translation>Scrollrichtung umkehren</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1049"/>
<location filename="../gui/SettingsView.qml" line="1100"/>
<source>Gamepad Settings</source>
<translation>Controller Einstellungen</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1059"/>
<location filename="../gui/SettingsView.qml" line="1110"/>
<source>Swap A/B and X/Y gamepad buttons</source>
<translation>Tausche A/B und X/Y Controller Tasten</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1077"/>
<location filename="../gui/SettingsView.qml" line="1128"/>
<source>This switches gamepads into a Nintendo-style button layout</source>
<translation>Dies ändert das Controller Tastenlayout in ein Nintento Controller Style Layout</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1083"/>
<location filename="../gui/SettingsView.qml" line="1134"/>
<source>Force gamepad #1 always connected</source>
<translation>Erzwinge das Controller #1 immer verbunden ist</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1093"/>
<location filename="../gui/SettingsView.qml" line="1144"/>
<source>Forces a single gamepad to always stay connected to the host, even if no gamepads are actually connected to this PC.</source>
<translation>Erzwingt, dass ein Controller immer mit dem Host verbunden bleibt, auch wenn keine Gamepads an diesen PC angeschlossen sind.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="923"/>
<location filename="../gui/SettingsView.qml" line="974"/>
<source>You can toggle this while streaming using Ctrl+Alt+Shift+M.</source>
<translation>Du kannst dies während des streamens umstellen mit Strg+Alt+Shift+M.</translation>
<translation>Du kannst dies während des Streamens umstellen mit Strg+Alt+Shift+M.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1101"/>
<location filename="../gui/SettingsView.qml" line="1152"/>
<source>Enable mouse control with gamepads by holding the &apos;Start&apos; button</source>
<translation>Aktivieren Sie die Maussteuerung mit Controllern, indem Sie die &apos;Start&apos;-Taste gedrückt halten</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1112"/>
<location filename="../gui/SettingsView.qml" line="1163"/>
<source>Process gamepad input when Moonlight is in the background</source>
<translation>Controller-Eingaben ausführen auch wenn Moonlight im Hintergrund ist</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1123"/>
<location filename="../gui/SettingsView.qml" line="1174"/>
<source>Allows Moonlight to capture gamepad inputs even if it&apos;s not the current window in focus</source>
<translation>Erlaubt es Moonlight Controller-Eingaben an den Stream zu schicken auch wenn es nicht das aktive Fenster ist</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1132"/>
<location filename="../gui/SettingsView.qml" line="1183"/>
<source>Host Settings</source>
<translation>Host Einstellungen</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1172"/>
<location filename="../gui/SettingsView.qml" line="1223"/>
<source>Advanced Settings</source>
<translation>Erweiterte Einstellungen</translation>
</message>
@@ -747,118 +771,123 @@
<translation>Audio Einstellungen</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="860"/>
<location filename="../gui/SettingsView.qml" line="912"/>
<source>Show connection quality warnings</source>
<translation>Warnung bei Verbindungsproblemen anzeigen</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="872"/>
<location filename="../gui/SettingsView.qml" line="924"/>
<source>Discord Rich Presence integration</source>
<translation>Integration von Discord Rich Presence</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="882"/>
<location filename="../gui/SettingsView.qml" line="934"/>
<source>Updates your Discord status to display the name of the game you&apos;re streaming.</source>
<translation>Aktualisiert deinen Discord Status um den Namen der aktuellen App anzuzeigen wenn du steamst.</translation>
<translation>Aktualisiert deinen Discord Status um den Namen der aktuellen App anzuzeigen, wenn du streamst.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1094"/>
<location filename="../gui/SettingsView.qml" line="1145"/>
<source>Only enable this option when streaming a game that doesn&apos;t support gamepads being connected after startup.</source>
<translation>Aktiviere diese Option nur wenn du ein Spiel streamst, dass die Verbindung von Controllern nach dem Start nicht unterstützt.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="911"/>
<location filename="../gui/SettingsView.qml" line="963"/>
<source>Optimize mouse for remote desktop instead of games</source>
<translation>Optimiere die Maus für Remote Desktop statt für Apps</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="934"/>
<location filename="../gui/SettingsView.qml" line="985"/>
<source>Capture system keyboard shortcuts</source>
<translation>Erfasse Systemtastatur Shortcuts</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="942"/>
<location filename="../gui/SettingsView.qml" line="993"/>
<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>Dies aktiviert das Erfassen von Systemweiten Tastatur Shortcuts wie Alt+Tab, welche nomalerweise auf dem Client ausgeführt werden würden.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="972"/>
<location filename="../gui/SettingsView.qml" line="1023"/>
<source>in fullscreen</source>
<translation>im Vollbildmodus</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="976"/>
<location filename="../gui/SettingsView.qml" line="1027"/>
<source>always</source>
<translation>immer</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1016"/>
<location filename="../gui/SettingsView.qml" line="1067"/>
<source>When checked, the touchscreen acts like a trackpad. When unchecked, the touchscreen will directly control the mouse pointer.</source>
<translation>Wenn aktiviert, verhält sich der Touchscreen wie ein Trackpad. Wenn deaktiviert, steuert der Touchscreen direkt den Mauszeiger.</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1142"/>
<location filename="../gui/SettingsView.qml" line="1193"/>
<source>Optimize game settings for streaming</source>
<translation>Optimiere die Spieleinstellungen für das streamen</translation>
<translation>Optimiere die Spieleinstellungen für das Streamen</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1153"/>
<location filename="../gui/SettingsView.qml" line="1204"/>
<source>Quit app on host PC after ending stream</source>
<translation>Schließe die App auf dem Host nach dem beenden des Streams</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1163"/>
<location filename="../gui/SettingsView.qml" line="1214"/>
<source>This will close the app or game you are streaming when you end your stream. You will lose any unsaved progress!</source>
<translation>Dadurch wird die App, dass du streamst, geschlossen, wenn du deinen Stream beendest. Du verlierst dabei alle ungespeicherten Fortschritte!</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1182"/>
<location filename="../gui/SettingsView.qml" line="1233"/>
<source>Video decoder</source>
<translation>Video Decoder</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1207"/>
<location filename="../gui/SettingsView.qml" line="1253"/>
<location filename="../gui/SettingsView.qml" line="1258"/>
<location filename="../gui/SettingsView.qml" line="1311"/>
<source>Automatic (Recommended)</source>
<translation>Automatisch (empfohlen)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1211"/>
<location filename="../gui/SettingsView.qml" line="1262"/>
<source>Force software decoding</source>
<translation>Erwzinge Software decoding</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1215"/>
<location filename="../gui/SettingsView.qml" line="1266"/>
<source>Force hardware decoding</source>
<translation>Erzwinge Hardware decoding</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1228"/>
<location filename="../gui/SettingsView.qml" line="1279"/>
<source>Video codec</source>
<translation>Video Codec</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1257"/>
<location filename="../gui/SettingsView.qml" line="1315"/>
<source>H.264</source>
<translation>H.264</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1261"/>
<location filename="../gui/SettingsView.qml" line="1319"/>
<source>HEVC (H.265)</source>
<translation>HEVC (H.265)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1278"/>
<location filename="../gui/SettingsView.qml" line="1289"/>
<source>HEVC HDR (Experimental)</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1333"/>
<source>Unlock unsupported FPS options</source>
<translation>Zeige nicht unterstützte FPS Optionen an</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1297"/>
<location filename="../gui/SettingsView.qml" line="1352"/>
<source>Automatically find PCs on the local network (Recommended)</source>
<translation>Suche automatisch nach Hosts im lokalen Netzwerk (empfohlen)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1322"/>
<location filename="../gui/SettingsView.qml" line="1377"/>
<source>Automatically detect blocked connections (Recommended)</source>
<translation>Erkenne automatisch geblockte Verbindungen (empfohlen)</translation>
</message>
@@ -909,7 +938,7 @@
<message>
<location filename="../gui/StreamSegue.qml" line="162"/>
<source>Ctrl+Alt+Shift+Q</source>
<translation>Strg + Alt + Shift + Q</translation>
<translation>Strg+Alt+Shift+Q</translation>
</message>
</context>
<context>
@@ -955,12 +984,11 @@
<message>
<location filename="../gui/main.qml" line="381"/>
<source>Gamepad Mapping</source>
<translation>Controller Tastenbelegen</translation>
<translation>Controllertasten belegen</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 hat keinen funktionierenden hardwarebeschleunigten H.264-Videodecoder erkannt. Deine Streaming-Performance kann in dieser Konfiguration stark beeinträchtigt sein.</translation>
<translation type="vanished">Moonlight hat keinen funktionierenden hardwarebeschleunigten H.264-Videodecoder erkannt. Deine Streaming-Performance kann in dieser Konfiguration stark beeinträchtigt sein.</translation>
</message>
<message>
<location filename="../gui/main.qml" line="423"/>
@@ -982,6 +1010,11 @@
<source>Help</source>
<translation>Hilfe</translation>
</message>
<message>
<location filename="../gui/main.qml" line="415"/>
<source>No functioning hardware accelerated video decoder was detected by Moonlight. Your streaming performance may be severely degraded in this configuration.</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../gui/main.qml" line="417"/>
<source>Click the Help button for more information on solving this problem.</source>
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+145 -112
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@@ -4,49 +4,49 @@
<context>
<name>AppView</name>
<message>
<location filename="../gui/AppView.qml" line="139"/>
<location filename="../gui/AppView.qml" line="293"/>
<location filename="../gui/AppView.qml" line="144"/>
<location filename="../gui/AppView.qml" line="298"/>
<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"/>
<location filename="../gui/AppView.qml" line="170"/>
<location filename="../gui/AppView.qml" line="303"/>
<source>Quit Game</source>
<translation>退出游戏</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="293"/>
<location filename="../gui/AppView.qml" line="298"/>
<source>Launch Game</source>
<translation>启动游戏</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="306"/>
<location filename="../gui/AppView.qml" line="311"/>
<source>Direct Launch</source>
<translation>直接启动</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="310"/>
<location filename="../gui/AppView.qml" line="315"/>
<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"/>
<location filename="../gui/AppView.qml" line="324"/>
<source>Hide Game</source>
<translation>隐藏游戏</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="323"/>
<location filename="../gui/AppView.qml" line="328"/>
<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"/>
<location filename="../gui/AppView.qml" line="328"/>
<source>View All Apps</source>
<translation>查看所有应用程序</translation>
</message>
<message>
<location filename="../gui/AppView.qml" line="338"/>
<location filename="../gui/AppView.qml" line="343"/>
<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>
@@ -93,7 +93,7 @@
<context>
<name>NvHTTP</name>
<message>
<location filename="../backend/nvhttp.cpp" line="327"/>
<location filename="../backend/nvhttp.cpp" line="378"/>
<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>
@@ -171,57 +171,62 @@
<translation>删除计算机</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="242"/>
<location filename="../gui/PcView.qml" line="224"/>
<source>The version of GeForce Experience on %1 is not supported by this build of Moonlight. You must update Moonlight to stream from %1.</source>
<translation>在 %1 上已安装的GeForce Experience版本不支持当前版本的Moonlight。你必须升级Moonlight才能从 %1 串流。</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="247"/>
<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"/>
<location filename="../gui/PcView.qml" line="302"/>
<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"/>
<location filename="../gui/PcView.qml" line="313"/>
<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"/>
<location filename="../gui/PcView.qml" line="330"/>
<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"/>
<location filename="../gui/PcView.qml" line="330"/>
<source>This may take a few seconds…</source>
<translation>这可能需要几秒钟...</translation>
<translation>这可能需要几秒钟……</translation>
</message>
<message>
<location filename="../gui/PcView.qml" line="332"/>
<location filename="../gui/PcView.qml" line="337"/>
<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"/>
<location filename="../gui/PcView.qml" line="341"/>
<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"/>
<location filename="../gui/PcView.qml" line="341"/>
<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"/>
<location filename="../gui/PcView.qml" line="345"/>
<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"/>
<location filename="../gui/PcView.qml" line="345"/>
<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"/>
<location filename="../gui/PcView.qml" line="357"/>
<source>Enter the new name for this PC:</source>
<translation>输入这台计算机的新名称:</translation>
</message>
@@ -229,7 +234,7 @@
<context>
<name>PendingQuitTask</name>
<message>
<location filename="../backend/computermanager.cpp" line="538"/>
<location filename="../backend/computermanager.cpp" line="540"/>
<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>
@@ -306,107 +311,126 @@
<translation>会话已终止</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="578"/>
<location filename="../streaming/session.cpp" line="613"/>
<source>The version of GeForce Experience on %1 is not supported by this build of Moonlight. You must update Moonlight to stream from %1.</source>
<translation>%1 上的 GeForce Experience 版本不受当前版本的 Moonlight 支持。你必须更新 Moonlight才能从 %1 串流。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="618"/>
<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="583"/>
<location filename="../streaming/session.cpp" line="623"/>
<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="587"/>
<location filename="../streaming/session.cpp" line="627"/>
<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="592"/>
<location filename="../streaming/session.cpp" line="632"/>
<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="595"/>
<location filename="../streaming/session.cpp" line="635"/>
<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="612"/>
<location filename="../streaming/session.cpp" line="662"/>
<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="615"/>
<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>
<translation type="vanished">此计算机的显卡不支持 HEVC 解码。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="622"/>
<location filename="../streaming/session.cpp" line="645"/>
<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="639"/>
<location filename="../streaming/session.cpp" line="676"/>
<source>Using software decoding due to your selection to force H.264 without GPU support. This may cause poor streaming performance.</source>
<translation>使用软件解码,因为你选择强制使用没有 GPU 支持的H.264。这可能会导致较差的流性能。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="686"/>
<source>Your host PC and client PC don&apos;t support the same video codecs. This may cause poor streaming performance.</source>
<translation>你的主机和客户端 PC 不支持相同的视频编解码器。这可能会导致较差的流性能。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="689"/>
<source>Your client GPU doesn&apos;t support H.264 decoding. This may cause poor streaming performance.</source>
<translation>你的客户端 GPU 不支持 H.264 解码。这可能会导致较差的流性能。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="700"/>
<source>%1 doesn&apos;t support HDR10.</source>
<translation>%1 不支持 HDR10。</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="643"/>
<location filename="../streaming/session.cpp" line="704"/>
<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="652"/>
<location filename="../streaming/session.cpp" line="713"/>
<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="665"/>
<location filename="../streaming/session.cpp" line="726"/>
<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="680"/>
<location filename="../streaming/session.cpp" line="741"/>
<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="687"/>
<location filename="../streaming/session.cpp" line="748"/>
<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="692"/>
<location filename="../streaming/session.cpp" line="753"/>
<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="700"/>
<location filename="../streaming/session.cpp" line="761"/>
<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="704"/>
<location filename="../streaming/session.cpp" line="765"/>
<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="718"/>
<location filename="../streaming/session.cpp" line="779"/>
<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="721"/>
<location filename="../streaming/session.cpp" line="782"/>
<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="1022"/>
<location filename="../streaming/session.cpp" line="1107"/>
<source>GeForce Experience returned error: %1</source>
<translation>GeForce Experience 返回错误: %1</translation>
</message>
<message>
<location filename="../streaming/session.cpp" line="1445"/>
<location filename="../streaming/session.cpp" line="1639"/>
<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>
@@ -436,22 +460,22 @@
<message>
<location filename="../gui/SettingsView.qml" line="209"/>
<source>720p</source>
<translation></translation>
<translation>720p</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="215"/>
<source>1080p</source>
<translation></translation>
<translation>1080p</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="221"/>
<source>1440p</source>
<translation></translation>
<translation>1440p</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="227"/>
<source>4K</source>
<translation></translation>
<translation>4K</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="331"/>
@@ -474,7 +498,7 @@
<location filename="../gui/SettingsView.qml" line="427"/>
<location filename="../gui/SettingsView.qml" line="430"/>
<source>%1 FPS</source>
<translation></translation>
<translation>%1 FPS</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="412"/>
@@ -512,7 +536,7 @@
</message>
<message>
<location filename="../gui/SettingsView.qml" line="573"/>
<location filename="../gui/SettingsView.qml" line="847"/>
<location filename="../gui/SettingsView.qml" line="899"/>
<source>Fullscreen</source>
<translation>全屏</translation>
</message>
@@ -523,7 +547,7 @@
</message>
<message>
<location filename="../gui/SettingsView.qml" line="581"/>
<location filename="../gui/SettingsView.qml" line="839"/>
<location filename="../gui/SettingsView.qml" line="891"/>
<source>Windowed</source>
<translation>窗口化</translation>
</message>
@@ -605,77 +629,77 @@
<message>
<location filename="../gui/SettingsView.qml" line="739"/>
<source>Language</source>
<translation type="unfinished"></translation>
<translation>语言</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="765"/>
<source>Automatic</source>
<translation type="unfinished"></translation>
<translation>自动化</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="792"/>
<location filename="../gui/SettingsView.qml" line="844"/>
<source>You must restart Moonlight for this change to take effect</source>
<translation type="unfinished"></translation>
<translation>你必须重新启动 Moonlight 才能使更改生效</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="806"/>
<location filename="../gui/SettingsView.qml" line="858"/>
<source>GUI display mode</source>
<translation>窗口显示模式</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="843"/>
<location filename="../gui/SettingsView.qml" line="895"/>
<source>Maximized</source>
<translation>最大化</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="860"/>
<location filename="../gui/SettingsView.qml" line="912"/>
<source>Show connection quality warnings</source>
<translation>显示连接质量警告</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="872"/>
<location filename="../gui/SettingsView.qml" line="924"/>
<source>Discord Rich Presence integration</source>
<translation>Discord Rich Presence 集成</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="882"/>
<location filename="../gui/SettingsView.qml" line="934"/>
<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="900"/>
<location filename="../gui/SettingsView.qml" line="952"/>
<source>Input Settings</source>
<translation>输入设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="911"/>
<location filename="../gui/SettingsView.qml" line="963"/>
<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="922"/>
<location filename="../gui/SettingsView.qml" line="973"/>
<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="923"/>
<location filename="../gui/SettingsView.qml" line="974"/>
<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="924"/>
<location filename="../gui/SettingsView.qml" line="975"/>
<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="934"/>
<location filename="../gui/SettingsView.qml" line="985"/>
<source>Capture system keyboard shortcuts</source>
<translation type="unfinished"></translation>
<translation>捕获系统快捷键</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="942"/>
<location filename="../gui/SettingsView.qml" line="993"/>
<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 type="unfinished"></translation>
<translation>这样可以捕获系统范围的键盘快捷键,例如 Alt + Tab,这些快捷键通常在流式传输时由客户端系统处理。</translation>
</message>
<message>
<source>Capture system keyboard shortcuts while streaming in fullscreen</source>
@@ -686,158 +710,163 @@
<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="943"/>
<location filename="../gui/SettingsView.qml" line="994"/>
<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="972"/>
<location filename="../gui/SettingsView.qml" line="1023"/>
<source>in fullscreen</source>
<translation type="unfinished"></translation>
<translation>全屏</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="976"/>
<location filename="../gui/SettingsView.qml" line="1027"/>
<source>always</source>
<translation type="unfinished"></translation>
<translation>总是</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1006"/>
<location filename="../gui/SettingsView.qml" line="1057"/>
<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="1016"/>
<location filename="../gui/SettingsView.qml" line="1067"/>
<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="1023"/>
<location filename="../gui/SettingsView.qml" line="1074"/>
<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="1035"/>
<location filename="../gui/SettingsView.qml" line="1086"/>
<source>Reverse mouse scrolling direction</source>
<translation>反转鼠标滚动方向</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1049"/>
<location filename="../gui/SettingsView.qml" line="1100"/>
<source>Gamepad Settings</source>
<translation>手柄设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1059"/>
<location filename="../gui/SettingsView.qml" line="1110"/>
<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="1077"/>
<location filename="../gui/SettingsView.qml" line="1128"/>
<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="1083"/>
<location filename="../gui/SettingsView.qml" line="1134"/>
<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="1093"/>
<location filename="../gui/SettingsView.qml" line="1144"/>
<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="1094"/>
<location filename="../gui/SettingsView.qml" line="1145"/>
<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="1101"/>
<location filename="../gui/SettingsView.qml" line="1152"/>
<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="1112"/>
<location filename="../gui/SettingsView.qml" line="1163"/>
<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="1123"/>
<location filename="../gui/SettingsView.qml" line="1174"/>
<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="1132"/>
<location filename="../gui/SettingsView.qml" line="1183"/>
<source>Host Settings</source>
<translation>目标计算机设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1142"/>
<location filename="../gui/SettingsView.qml" line="1193"/>
<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="1153"/>
<location filename="../gui/SettingsView.qml" line="1204"/>
<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="1163"/>
<location filename="../gui/SettingsView.qml" line="1214"/>
<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="1172"/>
<location filename="../gui/SettingsView.qml" line="1223"/>
<source>Advanced Settings</source>
<translation>高级设置</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1182"/>
<location filename="../gui/SettingsView.qml" line="1233"/>
<source>Video decoder</source>
<translation>视频解码器</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1207"/>
<location filename="../gui/SettingsView.qml" line="1253"/>
<location filename="../gui/SettingsView.qml" line="1258"/>
<location filename="../gui/SettingsView.qml" line="1311"/>
<source>Automatic (Recommended)</source>
<translation>自动 (推荐)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1211"/>
<location filename="../gui/SettingsView.qml" line="1262"/>
<source>Force software decoding</source>
<translation>强制软件解码</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1215"/>
<location filename="../gui/SettingsView.qml" line="1266"/>
<source>Force hardware decoding</source>
<translation>强制硬件解码</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1228"/>
<location filename="../gui/SettingsView.qml" line="1279"/>
<source>Video codec</source>
<translation>视频编解码器</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1257"/>
<location filename="../gui/SettingsView.qml" line="1315"/>
<source>H.264</source>
<translation></translation>
<translation>H.264</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1261"/>
<location filename="../gui/SettingsView.qml" line="1319"/>
<source>HEVC (H.265)</source>
<translation></translation>
<translation>HEVC (H.265)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1278"/>
<location filename="../gui/SettingsView.qml" line="1289"/>
<source>HEVC HDR (Experimental)</source>
<translation>HEVC HDR (实验性)</translation>
</message>
<message>
<location filename="../gui/SettingsView.qml" line="1333"/>
<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="1297"/>
<location filename="../gui/SettingsView.qml" line="1352"/>
<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="1322"/>
<location filename="../gui/SettingsView.qml" line="1377"/>
<source>Automatically detect blocked connections (Recommended)</source>
<translation>自动检测被阻止的连接 (推荐)</translation>
</message>
@@ -858,7 +887,7 @@
<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>
<translation>启动 %1 失败: 错误 %2</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="28"/>
@@ -883,12 +912,12 @@
<message>
<location filename="../gui/StreamSegue.qml" line="162"/>
<source>Start+Select+L1+R1</source>
<translation></translation>
<translation>Start+Select+L1+R1</translation>
</message>
<message>
<location filename="../gui/StreamSegue.qml" line="162"/>
<source>Ctrl+Alt+Shift+Q</source>
<translation></translation>
<translation>Ctrl+Alt+Shift+Q</translation>
</message>
</context>
<context>
@@ -943,8 +972,12 @@
</message>
<message>
<location filename="../gui/main.qml" line="415"/>
<source>No functioning hardware accelerated video decoder was detected by Moonlight. Your streaming performance may be severely degraded in this configuration.</source>
<translation>Moonlight 未检测到有效的硬件加速视频解码器。在此配置中,你的流性能可能会严重下降。</translation>
</message>
<message>
<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>
<translation type="vanished">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"/>
+4 -2
View File
@@ -442,9 +442,11 @@ int main(int argc, char *argv[])
// the mouse motion exactly how it was given to us.
SDL_SetHint("SDL_MOUSE_RELATIVE_SCALING", "0");
// Set our app name for SDL to use with PulseAudio. This matches what we provide
// as our app name to libsoundio too.
// Set our app name for SDL to use with PulseAudio and PipeWire. This matches what we
// provide as our app name to libsoundio too. On SDL 2.0.18+, SDL_APP_NAME is also used
// for screensaver inhibitor reporting.
SDL_SetHint("SDL_AUDIO_DEVICE_APP_NAME", "Moonlight");
SDL_SetHint("SDL_APP_NAME", "Moonlight");
#ifdef QT_DEBUG
// Allow thread naming using exceptions on debug builds. SDL doesn't use SEH
+30 -2
View File
@@ -23,12 +23,40 @@
<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>
<file>languages/qml_ja.ts</file>
<file>languages/qml_ja.qm</file>
<file>languages/qml_vi.ts</file>
<file>languages/qml_vi.qm</file>
<file>languages/qml_th.ts</file>
<file>languages/qml_th.qm</file>
<file>languages/qml_ko.ts</file>
<file>languages/qml_ko.qm</file>
<file>languages/qml_hu.ts</file>
<file>languages/qml_hu.qm</file>
<file>languages/qml_nl.ts</file>
<file>languages/qml_nl.qm</file>
<file>languages/qml_sv.ts</file>
<file>languages/qml_sv.qm</file>
<file>languages/qml_tr.ts</file>
<file>languages/qml_tr.qm</file>
<file>languages/qml_uk.ts</file>
<file>languages/qml_uk.qm</file>
<file>languages/qml_zh_Hant.ts</file>
<file>languages/qml_zh_Hant.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>
+137
View File
@@ -0,0 +1,137 @@
#include "compatfetcher.h"
#include "path.h"
#include <QNetworkReply>
#include <QSettings>
#define COMPAT_VERSION "v1"
#define COMPAT_KEY "latestsupportedversion-"
CompatFetcher::CompatFetcher(QObject *parent) :
QObject(parent),
m_Nam(this)
{
// Never communicate over HTTP
m_Nam.setStrictTransportSecurityEnabled(true);
// Allow HTTP redirects
m_Nam.setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
connect(&m_Nam, &QNetworkAccessManager::finished,
this, &CompatFetcher::handleCompatInfoFetched);
}
void CompatFetcher::start()
{
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 15, 1) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947 (introduced in Qt 5.14.0 and fixed in Qt 5.15.1)
QT_WARNING_PUSH
QT_WARNING_DISABLE_DEPRECATED
m_Nam.setNetworkAccessible(QNetworkAccessManager::Accessible);
QT_WARNING_POP
#endif
QUrl url("https://moonlight-stream.org/compatibility/" COMPAT_VERSION);
QNetworkRequest request(url);
#if QT_VERSION >= QT_VERSION_CHECK(5, 15, 0)
request.setAttribute(QNetworkRequest::Http2AllowedAttribute, true);
#else
request.setAttribute(QNetworkRequest::HTTP2AllowedAttribute, true);
#endif
// We'll get a callback when this is finished
m_Nam.get(request);
}
bool CompatFetcher::isGfeVersionSupported(QString gfeVersion)
{
QSettings settings;
if (gfeVersion.trimmed().isEmpty()) {
// If we don't have a GFE version, just allow it
return true;
}
QString latestSupportedVersion = settings.value(COMPAT_KEY COMPAT_VERSION).toString();
if (latestSupportedVersion.isEmpty()) {
// We don't have compat data yet, so just assume it's supported
return true;
}
QStringList latestSupportedVersionQuad = latestSupportedVersion.split('.');
QStringList gfeVersionQuad = gfeVersion.split('.');
if (gfeVersionQuad.count() <= 1) {
qWarning() << "Failed to parse GFE version:" << gfeVersion;
return true;
}
if (latestSupportedVersionQuad.count() <= 1) {
qWarning() << "Failed to parse latest supported version:" << latestSupportedVersion;
return true;
}
for (int i = 0;; i++) {
int actualVerVal = 0;
int latestSupportedVal = 0;
// Treat missing decimal places as 0
if (i < gfeVersionQuad.count()) {
bool ok;
actualVerVal = gfeVersionQuad[i].toInt(&ok);
if (!ok || actualVerVal < 0) {
// Return true to be safe
qWarning() << "Failed to parse GFE version:" << gfeVersion;
return true;
}
}
if (i < latestSupportedVersionQuad.count()) {
bool ok;
latestSupportedVal = latestSupportedVersionQuad[i].toInt(&ok);
if (!ok || latestSupportedVal < 0) {
// Return true to be safe
qWarning() << "Failed to parse latest supported version:" << latestSupportedVersion;
return true;
}
}
if (i >= gfeVersionQuad.count() && i >= latestSupportedVersionQuad.count()) {
// Equal versions - this is fine
return true;
}
if (actualVerVal < latestSupportedVal) {
// Actual version is lower than latest supported - this is fine
return true;
}
else if (actualVerVal > latestSupportedVal) {
// Actual version is greater than latest supported - this is bad
qWarning() << "GFE version" << gfeVersion << "is not supported by this version of Moonlight";
return false;
}
}
}
void CompatFetcher::handleCompatInfoFetched(QNetworkReply* reply)
{
Q_ASSERT(reply->isFinished());
if (reply->error() == QNetworkReply::NoError) {
// Queue the reply for deletion
reply->deleteLater();
QString version = QString(reply->readAll()).trimmed();
QSettings settings;
settings.setValue(COMPAT_KEY COMPAT_VERSION, version);
qInfo() << "Latest supported GFE server:" << version;
}
else {
qWarning() << "Failed to download latest compatibility data:" << reply->error();
reply->deleteLater();
}
}
+22
View File
@@ -0,0 +1,22 @@
#pragma once
#include <QObject>
#include <QNetworkAccessManager>
class CompatFetcher : public QObject
{
Q_OBJECT
public:
explicit CompatFetcher(QObject *parent = nullptr);
void start();
static bool isGfeVersionSupported(QString gfeVersion);
private slots:
void handleCompatInfoFetched(QNetworkReply* reply);
private:
QNetworkAccessManager m_Nam;
};
+26
View File
@@ -189,6 +189,32 @@ QString StreamingPreferences::getSuffixFromLanguage(StreamingPreferences::Langua
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_JA:
return "ja";
case LANG_VI:
return "vi";
case LANG_TH:
return "th";
case LANG_KO:
return "ko";
case LANG_HU:
return "hu";
case LANG_NL:
return "nl";
case LANG_SV:
return "sv";
case LANG_TR:
return "tr";
case LANG_UK:
return "uk";
case LANG_ZH_HANT:
return "zh_Hant";
case LANG_AUTO:
default:
return QLocale::system().name();
+14 -1
View File
@@ -69,7 +69,20 @@ public:
LANG_EN,
LANG_FR,
LANG_ZH_CN,
LANG_DE
LANG_DE,
LANG_NB_NO,
LANG_RU,
LANG_ES,
LANG_JA,
LANG_VI,
LANG_TH,
LANG_KO,
LANG_HU,
LANG_NL,
LANG_SV,
LANG_TR,
LANG_UK,
LANG_ZH_HANT
};
Q_ENUM(Language);
+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);
}
+1 -10
View File
@@ -55,20 +55,11 @@ IAudioRenderer* Session::createAudioRenderer(const POPUS_MULTISTREAM_CONFIGURATI
TRY_INIT_RENDERER(SLAudioRenderer, opusConfig)
#endif
#if !defined(Q_OS_WIN32) && !defined(Q_OS_DARWIN)
// Linux defaults to SDL due to persistent glitching issues under libsoundio.
// Platforms that libsoundio doesn't support also default to SDL.
// Default to SDL and use libsoundio as a fallback
TRY_INIT_RENDERER(SdlAudioRenderer, opusConfig)
#ifdef HAVE_SOUNDIO
TRY_INIT_RENDERER(SoundIoAudioRenderer, opusConfig)
#endif
#else
// Windows and macOS default to libsoundio and fall back to SDL
#ifdef HAVE_SOUNDIO
TRY_INIT_RENDERER(SoundIoAudioRenderer, opusConfig)
#endif
TRY_INIT_RENDERER(SdlAudioRenderer, opusConfig)
#endif
return nullptr;
}
-190
View File
@@ -1,190 +0,0 @@
#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);
}
}
}
+3 -1
View File
@@ -357,7 +357,9 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
state->controller = controller;
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
#if SDL_VERSION_ATLEAST(2, 0, 9)
#if SDL_VERSION_ATLEAST(2, 0, 18)
hapticCaps = SDL_GameControllerHasRumble(controller) ? ML_HAPTIC_GC_RUMBLE : 0;
#elif SDL_VERSION_ATLEAST(2, 0, 9)
// Perform a tiny rumble to see if haptics are supported.
// NB: We cannot use zeros for rumble intensity or SDL will not actually call the JS driver
// and we'll get a (potentially false) success value returned.
+1 -65
View File
@@ -33,8 +33,7 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
m_RightButtonReleaseTimer(0),
m_DragTimer(0),
m_DragButton(0),
m_NumFingersDown(0),
m_ClipboardData()
m_NumFingersDown(0)
{
// System keys are always captured when running without a DE
if (!WMUtils::isRunningDesktopEnvironment()) {
@@ -172,10 +171,6 @@ 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.
@@ -202,13 +197,6 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
}
m_MouseMoveTimer = SDL_AddTimer(pollingInterval, SdlInputHandler::mouseMoveTimerCallback, this);
// 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()
@@ -234,21 +222,6 @@ 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));
@@ -328,27 +301,11 @@ 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()) {
@@ -372,11 +329,6 @@ void SdlInputHandler::updateKeyboardGrabState()
// 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");
@@ -394,20 +346,12 @@ void SdlInputHandler::updateKeyboardGrabState()
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
}
}
@@ -454,14 +398,6 @@ void SdlInputHandler::setCaptureActive(bool active)
#endif
}
if (!m_AbsoluteMouseMode) {
// If our window is occluded when mouse is captured, the mouse may
// get stuck on top of the occluding window and not be properly
// captured. We can avoid this by raising our window before we
// capture the mouse.
SDL_RaiseWindow(m_Window);
}
// 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
-34
View File
@@ -29,25 +29,6 @@ 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
@@ -98,8 +79,6 @@ public:
void notifyFocusLost();
void notifyFocusGained();
bool isCaptureActive();
bool isSystemKeyCaptureActive();
@@ -159,9 +138,6 @@ private:
static
Uint32 dragTimerCallback(Uint32 interval, void* param);
static
int clipboardThreadProc(void *ptr);
SDL_Window* m_Window;
bool m_MultiController;
bool m_GamepadMouse;
@@ -190,10 +166,6 @@ private:
StreamingPreferences::CaptureSysKeysMode m_CaptureSystemKeysMode;
int m_MouseCursorCapturedVisibilityState;
#ifdef Q_OS_DARWIN
CGSGlobalHotKeyOperatingMode m_OldHotKeyMode;
#endif
struct {
KeyCombo keyCombo;
SDL_Keycode keyCode;
@@ -216,11 +188,5 @@ 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[];
};
+20 -21
View File
@@ -101,13 +101,20 @@ void SdlInputHandler::performSpecialKeyCombo(KeyCombo combo)
// with the text we're going to type.
raiseAllKeys();
const char* text;
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);
// Sending both CR and LF will lead to two newlines in the destination for
// each newline in the source, so we fix up any CRLFs into just a single LF.
for (char* c = text; *c != 0; c++) {
if (*c == '\r' && *(c + 1) == '\n') {
// We're using strlen() rather than strlen() - 1 since we need to add 1
// to copy the null terminator which is not included in strlen()'s count.
memmove(c, c + 1, strlen(c));
}
}
// Send this text to the PC
LiSendUtf8TextEvent(text, strlen(text));
// SDL_GetClipboardText() allocates, so we must free
SDL_free((void*)text);
@@ -124,8 +131,6 @@ void SdlInputHandler::performSpecialKeyCombo(KeyCombo combo)
}
}
#define IS_SYNTHETIC_KEY_EVENT(x) ((x)->timestamp == 0)
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
{
short keyCode;
@@ -138,9 +143,7 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
}
// Check for our special key combos
// Ignore timestamp == 0 which are sent from our keyboard code.
if (!IS_SYNTHETIC_KEY_EVENT(event) &&
(event->state == SDL_PRESSED) &&
if ((event->state == SDL_PRESSED) &&
(event->keysym.mod & KMOD_CTRL) &&
(event->keysym.mod & KMOD_ALT) &&
(event->keysym.mod & KMOD_SHIFT)) {
@@ -403,16 +406,12 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
}
}
// 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);
}
// 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
View File
@@ -212,6 +212,16 @@ void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
}
}
#if SDL_VERSION_ATLEAST(2, 0, 18)
if (event->preciseY != 0.0f) {
// Invert the scroll direction if needed
if (m_ReverseScrollDirection) {
event->preciseY = -event->preciseY;
}
LiSendHighResScrollEvent((short)(event->preciseY * 120)); // WHEEL_DELTA
}
#else
if (event->y != 0) {
// Invert the scroll direction if needed
if (m_ReverseScrollDirection) {
@@ -220,6 +230,7 @@ void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
LiSendScrollEvent((signed char)event->y);
}
#endif
}
bool SdlInputHandler::isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth, int windowHeight)
+185 -39
View File
@@ -181,6 +181,11 @@ bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
{
DECODER_PARAMETERS params;
// We should never have vsync enabled for test-mode.
// It introduces unnecessary delay for renderers that may
// block while waiting for a backbuffer swap.
SDL_assert(!enableVsync || !testOnly);
params.width = width;
params.height = height;
params.frameRate = frameRate;
@@ -259,14 +264,12 @@ int Session::drSubmitDecodeUnit(PDECODE_UNIT du)
// safely return DR_OK and wait for m_NeedsIdr to be set by
// the decoder reinitialization code.
if (SDL_AtomicTryLock(&s_ActiveSession->m_DecoderLock)) {
if (s_ActiveSession->m_NeedsIdr) {
// If we reset our decoder, we'll need to request an IDR frame
s_ActiveSession->m_NeedsIdr = false;
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
return DR_NEED_IDR;
}
if (s_ActiveSession->getAndClearPendingIdrFrameStatus()) {
// If we reset our decoder, we'll need to request an IDR frame
return DR_NEED_IDR;
}
if (SDL_AtomicTryLock(&s_ActiveSession->m_DecoderLock)) {
IVideoDecoder* decoder = s_ActiveSession->m_VideoDecoder;
if (decoder != nullptr) {
int ret = decoder->submitDecodeUnit(du);
@@ -292,7 +295,7 @@ void Session::getDecoderInfo(SDL_Window* window,
if (!chooseDecoder(StreamingPreferences::VDS_AUTO,
window, VIDEO_FORMAT_H264, 1920, 1080, 60,
true, false, true, decoder)) {
false, false, true, decoder)) {
isHardwareAccelerated = isFullScreenOnly = false;
return;
}
@@ -302,6 +305,23 @@ void Session::getDecoderInfo(SDL_Window* window,
maxResolution = decoder->getDecoderMaxResolution();
delete decoder;
// If we don't get back a hardware H.264 decoder, see if we have a hardware
// HEVC decoder. This can be the case on the Raspberry Pi with Full KMS
// when not running in X11. Everything since Maxwell in 2014 can encode HEVC,
// so we probably don't need to be concerned about a lack of fast H.264
// decoding enough to bug the user about it every launch.
if (!isHardwareAccelerated) {
if (chooseDecoder(StreamingPreferences::VDS_FORCE_HARDWARE,
window, VIDEO_FORMAT_H265, 1920, 1080, 60,
false, false, true, decoder)) {
isHardwareAccelerated = decoder->isHardwareAccelerated();
isFullScreenOnly = decoder->isAlwaysFullScreen();
maxResolution = decoder->getDecoderMaxResolution();
delete decoder;
}
}
}
bool Session::isHardwareDecodeAvailable(SDL_Window* window,
@@ -310,7 +330,7 @@ bool Session::isHardwareDecodeAvailable(SDL_Window* window,
{
IVideoDecoder* decoder;
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, false, true, decoder)) {
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, false, false, true, decoder)) {
return false;
}
@@ -332,11 +352,18 @@ bool Session::populateDecoderProperties(SDL_Window* window)
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps,
true, false, true, decoder)) {
false, false, true, decoder)) {
return false;
}
m_VideoCallbacks.capabilities = decoder->getDecoderCapabilities();
if (m_VideoCallbacks.capabilities & CAPABILITY_PULL_RENDERER) {
// It is an error to pass a push callback when in pull mode
m_VideoCallbacks.submitDecodeUnit = nullptr;
}
else {
m_VideoCallbacks.submitDecodeUnit = drSubmitDecodeUnit;
}
m_StreamConfig.colorSpace = decoder->getDecoderColorspace();
@@ -357,7 +384,6 @@ Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *prefere
m_Window(nullptr),
m_VideoDecoder(nullptr),
m_DecoderLock(0),
m_NeedsIdr(false),
m_AudioDisabled(false),
m_AudioMuted(false),
m_DisplayOriginX(0),
@@ -375,6 +401,7 @@ Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *prefere
m_AudioSampleCount(0),
m_DropAudioEndTime(0)
{
SDL_AtomicSet(&m_NeedsIdr, 0);
}
// NB: This may not get destroyed for a long time! Don't put any vital cleanup here.
@@ -419,7 +446,6 @@ bool Session::initialize()
LiInitializeVideoCallbacks(&m_VideoCallbacks);
m_VideoCallbacks.setup = drSetup;
m_VideoCallbacks.submitDecodeUnit = drSubmitDecodeUnit;
LiInitializeStreamConfiguration(&m_StreamConfig);
m_StreamConfig.width = m_Preferences->width;
@@ -428,6 +454,12 @@ bool Session::initialize()
m_StreamConfig.bitrate = m_Preferences->bitrateKbps;
m_StreamConfig.hevcBitratePercentageMultiplier = 75;
#ifndef STEAM_LINK
// Enable audio encryption as long as we're not on Steam Link.
// That hardware can hardly handle Opus decoding at all.
m_StreamConfig.encryptionFlags = ENCFLG_AUDIO;
#endif
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Video bitrate: %d kbps",
m_StreamConfig.bitrate);
@@ -577,6 +609,11 @@ bool Session::validateLaunch(SDL_Window* testWindow)
{
QStringList warningList;
if (!m_Computer->isSupportedServerVersion) {
emit displayLaunchError(tr("The version of GeForce Experience on %1 is not supported by this build of Moonlight. You must update Moonlight to stream from %1.").arg(m_Computer->name));
return false;
}
if (m_Preferences->absoluteMouseMode && !m_App.isAppCollectorGame) {
emitLaunchWarning(tr("Your selection to enable remote desktop mouse mode may cause problems in games."));
}
@@ -603,32 +640,53 @@ bool Session::validateLaunch(SDL_Window* testWindow)
bool hevcForced = m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC ||
m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC_HDR;
if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO && // Force hardware decoding checked below
m_Preferences->videoCodecConfig != StreamingPreferences::VCC_AUTO && // Already checked in initialize()
if (m_Computer->maxLumaPixelsHEVC == 0) {
if (hevcForced) {
emitLaunchWarning(tr("Your host PC GPU doesn't support HEVC. "
"A GeForce GTX 900-series (Maxwell) or later GPU is required for HEVC streaming."));
}
// Moonlight-common-c will handle this case already, but we want
// to set this explicitly here so we can do our hardware acceleration
// check below.
m_StreamConfig.supportsHevc = false;
}
else if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO && // Force hardware decoding checked below
hevcForced && // Auto VCC is already checked in initialize()
!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps)) {
if (hevcForced) {
emitLaunchWarning(tr("Using software decoding due to your selection to force HEVC without GPU support. This may cause poor streaming performance."));
emitLaunchWarning(tr("Using software decoding due to your selection to force HEVC without GPU support. This may cause poor streaming performance."));
}
}
if (!m_StreamConfig.supportsHevc &&
m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO &&
!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H264,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps)) {
if (m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_H264) {
emitLaunchWarning(tr("Using software decoding due to your selection to force H.264 without GPU support. This may cause poor streaming performance."));
}
else {
if (m_Computer->maxLumaPixelsHEVC == 0 &&
isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps)) {
emitLaunchWarning(tr("Your host PC and client PC don't support the same video codecs. This may cause poor streaming performance."));
}
else {
emitLaunchWarning(tr("This PC's GPU doesn't support HEVC decoding."));
m_StreamConfig.supportsHevc = false;
}
}
if (hevcForced) {
if (m_Computer->maxLumaPixelsHEVC == 0) {
emitLaunchWarning(tr("Your host PC GPU doesn't support HEVC. "
"A GeForce GTX 900-series (Maxwell) or later GPU is required for HEVC streaming."));
// Moonlight-common-c will handle this case already, but we want
// to set this explicitly here so we can do our hardware acceleration
// check below.
m_StreamConfig.supportsHevc = false;
emitLaunchWarning(tr("Your client GPU doesn't support H.264 decoding. This may cause poor streaming performance."));
}
}
}
@@ -761,12 +819,17 @@ private:
emit m_Session->sessionFinished(m_Session->m_PortTestResults);
}
// The video decoder must already be destroyed, since it could
// try to interact with APIs that can only be called between
// LiStartConnection() and LiStopConnection().
SDL_assert(m_Session->m_VideoDecoder == nullptr);
// Finish cleanup of the connection state
LiStopConnection();
// Perform a best-effort app quit
if (shouldQuit) {
NvHTTP http(m_Session->m_Computer->activeAddress, m_Session->m_Computer->serverCert);
NvHTTP http(m_Session->m_Computer);
// Logging is already done inside NvHTTP
try {
@@ -903,6 +966,24 @@ void Session::updateOptimalWindowDisplayMode()
}
}
// For KMSDRM backends where we exclusively own the display, we should opt
// to change the resolution if that allows us to hit the desired frame rate
if (bestMode.refresh_rate == 0 && strcmp(SDL_GetCurrentVideoDriver(), "KMSDRM") == 0) {
for (int i = 0; i < SDL_GetNumDisplayModes(displayIndex); i++) {
if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected display mode: %dx%dx%d",
mode.w, mode.h, mode.refresh_rate);
if (mode.w >= m_ActiveVideoWidth && mode.h >= m_ActiveVideoHeight &&
mode.refresh_rate % m_StreamConfig.fps == 0) {
if (mode.refresh_rate > bestMode.refresh_rate) {
bestMode = mode;
}
}
}
}
}
if (bestMode.refresh_rate == 0) {
// We may find no match if the user has moved a 120 FPS
// stream onto a 60 Hz monitor (since no refresh rate can
@@ -973,7 +1054,10 @@ class AsyncConnectionStartThread : public QThread
public:
AsyncConnectionStartThread(Session* session) :
QThread(nullptr),
m_Session(session) {}
m_Session(session)
{
setObjectName("Async Conn Start");
}
void run() override
{
@@ -1010,16 +1094,19 @@ bool Session::startConnectionAsync()
}
}
QString rtspSessionUrl;
try {
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
NvHTTP http(m_Computer);
if (m_Computer->currentGameId != 0) {
http.resumeApp(&m_StreamConfig);
http.resumeApp(&m_StreamConfig, rtspSessionUrl);
}
else {
http.launchApp(m_App.id, &m_StreamConfig,
enableGameOptimizations,
m_Preferences->playAudioOnHost,
m_InputHandler->getAttachedGamepadMask());
m_InputHandler->getAttachedGamepadMask(),
rtspSessionUrl);
}
} catch (const GfeHttpResponseException& e) {
emit displayLaunchError(tr("GeForce Experience returned error: %1").arg(e.toQString()));
@@ -1029,7 +1116,7 @@ bool Session::startConnectionAsync()
return false;
}
QByteArray hostnameStr = m_Computer->activeAddress.toLatin1();
QByteArray hostnameStr = m_Computer->activeAddress.address().toLatin1();
QByteArray siAppVersion = m_Computer->appVersion.toLatin1();
SERVER_INFORMATION hostInfo;
@@ -1045,6 +1132,13 @@ bool Session::startConnectionAsync()
hostInfo.serverInfoGfeVersion = siGfeVersion.data();
}
// Older GFE and Sunshine versions didn't have this field
QByteArray rtspSessionUrlStr;
if (!rtspSessionUrl.isEmpty()) {
rtspSessionUrlStr = rtspSessionUrl.toLatin1();
hostInfo.rtspSessionUrl = rtspSessionUrlStr.data();
}
if (m_Preferences->packetSize != 0) {
// Override default packet size and remote streaming detection
// NB: Using STREAM_CFG_AUTO will cap our packet size at 1024 for remote hosts.
@@ -1100,12 +1194,20 @@ void Session::flushWindowEvents()
SDL_PushEvent(&flushEvent);
}
bool Session::getAndClearPendingIdrFrameStatus()
{
return SDL_AtomicSet(&m_NeedsIdr, 0);
}
class ExecThread : public QThread
{
public:
ExecThread(Session* session) :
QThread(nullptr),
m_Session(session) {}
m_Session(session)
{
setObjectName("Session Exec");
}
void run() override
{
@@ -1293,6 +1395,7 @@ void Session::execInternal()
bool needsFirstEnterCapture = false;
bool needsPostDecoderCreationCapture = false;
bool ignoreDuplicateResizes = false;
// HACK: For Wayland, we wait until we get the first SDL_WINDOWEVENT_ENTER
// event where it seems to work consistently on GNOME. For other platforms,
@@ -1301,6 +1404,13 @@ void Session::execInternal()
if (strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) {
// Native Wayland: Capture on SDL_WINDOWEVENT_ENTER
needsFirstEnterCapture = true;
// As of SDL 2.0.20, we get duplicate SDL_WINDOWEVENT_SIZE_CHANGED events
// when focus is lost and gained under GNOME Wayland. This causes us to
// recreate our renderer needlessly. This is fixed in SDL 2.0.21.
#if !SDL_VERSION_ATLEAST(2, 0, 21)
ignoreDuplicateResizes = true;
#endif
}
else {
// X11/XWayland: Capture after decoder creation
@@ -1338,7 +1448,23 @@ void Session::execInternal()
// Hijack this thread to be the SDL main thread. We have to do this
// because we want to suspend all Qt processing until the stream is over.
SDL_Event event;
Sint32 lastResizeW = -1, lastResizeH = -1;
for (;;) {
#if SDL_VERSION_ATLEAST(2, 0, 18) && !defined(STEAM_LINK)
// SDL 2.0.18 has a proper wait event implementation that uses platform
// support to block on events rather than polling on Windows, macOS, X11,
// and Wayland. It will fall back to 1 ms polling if a joystick is
// connected, so we don't use it for STEAM_LINK to ensure we only poll
// every 10 ms.
//
// NB: This behavior was introduced in SDL 2.0.16, but had a few critical
// issues that could cause indefinite timeouts, delayed joystick detection,
// and other problems.
if (!SDL_WaitEventTimeout(&event, 1000)) {
presence.runCallbacks();
continue;
}
#else
// We explicitly use SDL_PollEvent() and SDL_Delay() because
// SDL_WaitEvent() has an internal SDL_Delay(10) inside which
// blocks this thread too long for high polling rate mice and high
@@ -1354,6 +1480,7 @@ void Session::execInternal()
presence.runCallbacks();
continue;
}
#endif
switch (event.type) {
case SDL_QUIT:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
@@ -1395,13 +1522,14 @@ void Session::execInternal()
if (m_Preferences->muteOnFocusLoss) {
m_AudioMuted = false;
}
m_InputHandler->notifyFocusGained();
break;
case SDL_WINDOWEVENT_LEAVE:
m_InputHandler->notifyMouseLeave();
break;
}
presence.runCallbacks();
// Capture the mouse on SDL_WINDOWEVENT_ENTER if needed
if (needsFirstEnterCapture && event.window.event == SDL_WINDOWEVENT_ENTER) {
m_InputHandler->setCaptureActive(true);
@@ -1444,6 +1572,19 @@ void Session::execInternal()
break;
}
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
if (ignoreDuplicateResizes && lastResizeW == event.window.data1 && lastResizeH == event.window.data2) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Dropping duplicate size changed event: %d %d",
event.window.data1,
event.window.data2);
break;
}
lastResizeW = event.window.data1;
lastResizeH = event.window.data2;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Recreating renderer for window event: %d (%d %d)",
event.window.event,
@@ -1514,17 +1655,19 @@ void Session::execInternal()
}
// Request an IDR frame to complete the reset
m_NeedsIdr = true;
SDL_AtomicSet(&m_NeedsIdr, 1);
SDL_AtomicUnlock(&m_DecoderLock);
break;
case SDL_KEYUP:
case SDL_KEYDOWN:
presence.runCallbacks();
m_InputHandler->handleKeyEvent(&event.key);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
presence.runCallbacks();
m_InputHandler->handleMouseButtonEvent(&event.button);
break;
case SDL_MOUSEMOTION:
@@ -1538,6 +1681,7 @@ void Session::execInternal()
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
presence.runCallbacks();
m_InputHandler->handleControllerButtonEvent(&event.cbutton);
break;
case SDL_CONTROLLERDEVICEADDED:
@@ -1578,6 +1722,8 @@ DispatchDeferredCleanup:
SDL_AtomicUnlock(&m_InputHandlerLock);
// Destroy the decoder, since this must be done on the main thread
// NB: This must happen before LiStopConnection() for pull-based
// decoders.
SDL_AtomicLock(&m_DecoderLock);
delete m_VideoDecoder;
m_VideoDecoder = nullptr;
+3 -1
View File
@@ -42,6 +42,8 @@ public:
void flushWindowEvents();
bool getAndClearPendingIdrFrameStatus();
signals:
void stageStarting(QString stage);
@@ -145,7 +147,7 @@ private:
SDL_Window* m_Window;
IVideoDecoder* m_VideoDecoder;
SDL_SpinLock m_DecoderLock;
bool m_NeedsIdr;
SDL_atomic_t m_NeedsIdr;
bool m_AudioDisabled;
bool m_AudioMuted;
Uint32 m_FullScreenFlag;
+2
View File
@@ -19,6 +19,8 @@ typedef struct _VIDEO_STATS {
uint32_t totalDecodeTime;
uint32_t totalPacerTime;
uint32_t totalRenderTime;
uint32_t lastRtt;
uint32_t lastRttVariance;
float totalFps;
float receivedFps;
float decodedFps;
@@ -1,5 +1,7 @@
#include "cuda.h"
#include <SDL_opengl.h>
CUDARenderer::CUDARenderer()
: m_HwContext(nullptr)
{
@@ -55,3 +57,157 @@ bool CUDARenderer::isDirectRenderingSupported()
return false;
}
CUDAGLInteropHelper::CUDAGLInteropHelper(AVHWDeviceContext* context)
: m_Funcs(nullptr),
m_Context((AVCUDADeviceContext*)context->hwctx)
{
memset(m_Resources, 0, sizeof(m_Resources));
// One-time init of CUDA library
cuda_load_functions(&m_Funcs, nullptr);
if (m_Funcs == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize CUDA library");
return;
}
}
CUDAGLInteropHelper::~CUDAGLInteropHelper()
{
unregisterTextures();
if (m_Funcs != nullptr) {
cuda_free_functions(&m_Funcs);
}
}
bool CUDAGLInteropHelper::registerBoundTextures()
{
int err;
if (m_Funcs == nullptr) {
// Already logged in constructor
return false;
}
// Push FFmpeg's CUDA context to use for our CUDA operations
err = m_Funcs->cuCtxPushCurrent(m_Context->cuda_ctx);
if (err != CUDA_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "cuCtxPushCurrent() failed: %d", err);
return false;
}
// Register each plane as a separate resource
for (int i = 0; i < NV12_PLANES; i++) {
GLint tex;
// Get the ID of this plane's texture
glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex);
// Register it with CUDA
err = m_Funcs->cuGraphicsGLRegisterImage(&m_Resources[i], tex, GL_TEXTURE_2D, CU_GRAPHICS_REGISTER_FLAGS_WRITE_DISCARD);
if (err != CUDA_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "cuGraphicsGLRegisterImage() failed: %d", err);
m_Resources[i] = 0;
unregisterTextures();
goto Exit;
}
}
Exit:
{
CUcontext dummy;
m_Funcs->cuCtxPopCurrent(&dummy);
}
return err == CUDA_SUCCESS;
}
void CUDAGLInteropHelper::unregisterTextures()
{
int err;
if (m_Funcs == nullptr) {
// Already logged in constructor
return;
}
// Push FFmpeg's CUDA context to use for our CUDA operations
err = m_Funcs->cuCtxPushCurrent(m_Context->cuda_ctx);
if (err != CUDA_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "cuCtxPushCurrent() failed: %d", err);
return;
}
for (int i = 0; i < NV12_PLANES; i++) {
if (m_Resources[i] != 0) {
m_Funcs->cuGraphicsUnregisterResource(m_Resources[i]);
m_Resources[i] = 0;
}
}
{
CUcontext dummy;
m_Funcs->cuCtxPopCurrent(&dummy);
}
}
bool CUDAGLInteropHelper::copyCudaFrameToTextures(AVFrame* frame)
{
int err;
if (m_Funcs == nullptr) {
// Already logged in constructor
return false;
}
// Push FFmpeg's CUDA context to use for our CUDA operations
err = m_Funcs->cuCtxPushCurrent(m_Context->cuda_ctx);
if (err != CUDA_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "cuCtxPushCurrent() failed: %d", err);
return false;
}
// Map our resources
err = m_Funcs->cuGraphicsMapResources(NV12_PLANES, m_Resources, m_Context->stream);
if (err != CUDA_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "cuGraphicsMapResources() failed: %d", err);
goto PopCtxExit;
}
for (int i = 0; i < NV12_PLANES; i++) {
CUarray cudaArray;
// Get a pointer to the mapped array for this plane
err = m_Funcs->cuGraphicsSubResourceGetMappedArray(&cudaArray, m_Resources[i], 0, 0);
if (err != CUDA_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "cuGraphicsSubResourceGetMappedArray() failed: %d", err);
goto UnmapExit;
}
// Do the copy
CUDA_MEMCPY2D cu2d = {
.srcMemoryType = CU_MEMORYTYPE_DEVICE,
.srcDevice = (CUdeviceptr)frame->data[i],
.srcPitch = (size_t)frame->linesize[i],
.dstMemoryType = CU_MEMORYTYPE_ARRAY,
.dstArray = cudaArray,
.dstPitch = (size_t)frame->width >> i,
.WidthInBytes = (size_t)frame->width,
.Height = (size_t)frame->height >> i
};
err = m_Funcs->cuMemcpy2D(&cu2d);
if (err != CUDA_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "cuMemcpy2D() failed: %d", err);
goto UnmapExit;
}
}
UnmapExit:
m_Funcs->cuGraphicsUnmapResources(NV12_PLANES, m_Resources, m_Context->stream);
PopCtxExit:
{
CUcontext dummy;
m_Funcs->cuCtxPopCurrent(&dummy);
}
return err == CUDA_SUCCESS;
}
@@ -2,6 +2,12 @@
#include "renderer.h"
#include <ffnvcodec/dynlink_loader.h>
extern "C" {
#include <libavutil/hwcontext_cuda.h>
}
class CUDARenderer : public IFFmpegRenderer {
public:
CUDARenderer();
@@ -16,3 +22,21 @@ private:
AVBufferRef* m_HwContext;
};
#define NV12_PLANES 2
// Helper class used by SDLRenderer to read our CUDA frame
class CUDAGLInteropHelper {
public:
CUDAGLInteropHelper(AVHWDeviceContext* context);
~CUDAGLInteropHelper();
bool registerBoundTextures();
void unregisterTextures();
bool copyCudaFrameToTextures(AVFrame* frame);
private:
CudaFunctions* m_Funcs;
AVCUDADeviceContext* m_Context;
CUgraphicsResource m_Resources[NV12_PLANES];
};
+199 -66
View File
@@ -26,6 +26,7 @@ DrmRenderer::DrmRenderer()
m_CurrentFbId(0)
{
#ifdef HAVE_EGL
m_EGLExtDmaBuf = false;
m_eglCreateImage = nullptr;
m_eglCreateImageKHR = nullptr;
m_eglDestroyImage = nullptr;
@@ -89,17 +90,28 @@ bool DrmRenderer::initialize(PDECODER_PARAMETERS params)
else
#endif
{
const char* device = SDL_getenv("DRM_DEV");
const char* userDevice = SDL_getenv("DRM_DEV");
if (userDevice != nullptr) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Opening user-specified DRM device: %s",
userDevice);
if (device == nullptr) {
device = "/dev/dri/card0";
m_DrmFd = open(userDevice, O_RDWR | O_CLOEXEC);
}
else {
const char* defaultDevices[] = {"/dev/dri/renderD128", "/dev/dri/card0"};
for (unsigned int i = 0; i < SDL_arraysize(defaultDevices); i++) {
m_DrmFd = open(defaultDevices[i], O_RDWR | O_CLOEXEC);
if (m_DrmFd >= 0) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Opened DRM device: %s",
defaultDevices[i]);
break;
}
}
}
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",
@@ -130,14 +142,20 @@ bool DrmRenderer::initialize(PDECODER_PARAMETERS params)
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.
// stuff, since we have EGLRenderer and SDLRenderer that we can use
// for indirect rendering. Our FFmpeg renderer selection code will
// handle the case where those also fail to render the test frame.
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
// If we're not sharing the DRM FD with SDL, that means we don't
// have DRM master, so we can't call drmModeSetPlane(). We can
// use EGLRenderer or SDLRenderer to render in this situation.
if (!m_SdlOwnsDrmFd) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Direct rendering via DRM is disabled");
return DIRECT_RENDERING_INIT_FAILED;
}
drmModeRes* resources = drmModeGetResources(m_DrmFd);
if (resources == nullptr) {
@@ -297,6 +315,8 @@ 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;
@@ -318,12 +338,18 @@ 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
@@ -331,12 +357,15 @@ 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;
@@ -387,7 +416,8 @@ bool DrmRenderer::canExportEGL() {
}
AVPixelFormat DrmRenderer::getEGLImagePixelFormat() {
return AV_PIX_FMT_NV12;
// This tells EGLRenderer to treat the EGLImage as a single opaque texture
return AV_PIX_FMT_DRM_PRIME;
}
bool DrmRenderer::initializeEGL(EGLDisplay,
@@ -398,6 +428,8 @@ bool DrmRenderer::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");
@@ -416,61 +448,160 @@ bool DrmRenderer::initializeEGL(EGLDisplay,
ssize_t DrmRenderer::exportEGLImages(AVFrame *frame, EGLDisplay dpy,
EGLImage images[EGL_MAX_PLANES]) {
ssize_t count = 0;
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);
SDL_assert(drmFrame->layers[0].nb_planes == 2);
// 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];
const int EGL_ATTRIB_COUNT = 13;
EGLAttrib attribs[EGL_ATTRIB_COUNT] = {
EGL_LINUX_DRM_FOURCC_EXT, i == 0 ? DRM_FORMAT_R8 : DRM_FORMAT_GR88,
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, plane.offset,
EGL_DMA_BUF_PLANE0_PITCH_EXT, plane.pitch,
EGL_NONE
};
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 fail;
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();
}
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 fail;
}
}
++count;
}
return count;
// Add colorspace data if present
switch (frame->colorspace) {
case AVCOL_SPC_BT2020_CL:
case AVCOL_SPC_BT2020_NCL:
attribs[attribIndex++] = EGL_YUV_COLOR_SPACE_HINT_EXT;
attribs[attribIndex++] = EGL_ITU_REC2020_EXT;
break;
case AVCOL_SPC_SMPTE170M:
case AVCOL_SPC_BT470BG:
case AVCOL_SPC_FCC:
attribs[attribIndex++] = EGL_YUV_COLOR_SPACE_HINT_EXT;
attribs[attribIndex++] = EGL_ITU_REC601_EXT;
break;
case AVCOL_SPC_BT709:
attribs[attribIndex++] = EGL_YUV_COLOR_SPACE_HINT_EXT;
attribs[attribIndex++] = EGL_ITU_REC709_EXT;
break;
default:
break;
}
// Add color range data if present
switch (frame->color_range) {
case AVCOL_RANGE_JPEG:
attribs[attribIndex++] = EGL_SAMPLE_RANGE_HINT_EXT;
attribs[attribIndex++] = EGL_YUV_FULL_RANGE_EXT;
break;
case AVCOL_RANGE_MPEG:
attribs[attribIndex++] = EGL_SAMPLE_RANGE_HINT_EXT;
attribs[attribIndex++] = EGL_YUV_NARROW_RANGE_EXT;
break;
default:
break;
}
// 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);
@@ -478,14 +609,16 @@ fail:
}
void DrmRenderer::freeEGLImages(EGLDisplay dpy, EGLImage images[EGL_MAX_PLANES]) {
for (size_t i = 0; i < EGL_MAX_PLANES; ++i) {
if (m_eglDestroyImage) {
m_eglDestroyImage(dpy, images[i]);
}
else {
m_eglDestroyImageKHR(dpy, images[i]);
}
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
@@ -35,6 +35,7 @@ private:
SDL_Rect m_OutputRect;
#ifdef HAVE_EGL
bool m_EGLExtDmaBuf;
PFNEGLCREATEIMAGEPROC m_eglCreateImage;
PFNEGLDESTROYIMAGEPROC m_eglDestroyImage;
PFNEGLCREATEIMAGEKHRPROC m_eglCreateImageKHR;
@@ -109,6 +109,11 @@ bool DXVA2Renderer::prepareDecoderContext(AVCodecContext* context, AVDictionary*
context->hwaccel_context = &m_DXVAContext;
context->get_buffer2 = ffGetBuffer2;
#if LIBAVCODEC_VERSION_MAJOR < 60
AV_NOWARN_DEPRECATED(
context->thread_safe_callbacks = 1;
)
#endif
m_Pool = av_buffer_pool_init2(ARRAYSIZE(m_DecSurfaces), this, ffPoolAlloc, nullptr);
if (!m_Pool) {
@@ -489,10 +494,11 @@ bool DXVA2Renderer::isDecoderBlacklisted()
default:
// Intel drivers from before late-2017 had a bug that caused some strange artifacts
// when decoding HEVC. Avoid HEVC on drivers prior to build 4836 which I confirmed
// is not affected on my Intel HD 515.
// is not affected on my Intel HD 515. Also account for the driver version rollover
// that happened with the 101.1069 series.
// https://github.com/moonlight-stream/moonlight-qt/issues/32
// https://www.intel.com/content/www/us/en/support/articles/000005654/graphics-drivers.html
if (LOWORD(id.DriverVersion.LowPart) < 4836) {
if (HIWORD(id.DriverVersion.LowPart) < 100 && LOWORD(id.DriverVersion.LowPart) < 4836) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected buggy Intel GPU driver installed. Update your Intel GPU driver to enable HEVC!");
result = (m_VideoFormat & VIDEO_FORMAT_MASK_H265) != 0;
+76 -36
View File
@@ -71,8 +71,6 @@ EGLRenderer::EGLRenderer(IFFmpegRenderer *backendRenderer)
m_Window(nullptr),
m_Backend(backendRenderer),
m_VAO(0),
m_ColorSpace(AVCOL_SPC_NB),
m_ColorFull(false),
m_BlockingSwapBuffers(false),
m_LastFrame(av_frame_alloc()),
m_glEGLImageTargetTexture2DOES(nullptr),
@@ -250,7 +248,7 @@ 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);
}
@@ -373,24 +371,39 @@ bool EGLRenderer::compileShaders() {
SDL_assert(m_EGLImagePixelFormat != AV_PIX_FMT_NONE);
// XXX: TODO: other formats
SDL_assert(m_EGLImagePixelFormat == 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;
}
@@ -609,14 +622,17 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
return err == GL_NO_ERROR;
}
const float *EGLRenderer::getColorOffsets() {
const float *EGLRenderer::getColorOffsets(const AVFrame* frame) {
static const float limitedOffsets[] = { 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f };
static const float fullOffsets[] = { 0.0f, 128.0f / 255.0f, 128.0f / 255.0f };
return m_ColorFull ? fullOffsets : limitedOffsets;
// This handles the case where the color range is unknown,
// so that we use Limited color range which is the default
// behavior for Moonlight.
return (frame->color_range == AVCOL_RANGE_JPEG) ? fullOffsets : limitedOffsets;
}
const float *EGLRenderer::getColorMatrix() {
const float *EGLRenderer::getColorMatrix(const AVFrame* frame) {
/* The conversion matrices are shamelessly stolen from linux:
* drivers/media/platform/imx-pxp.c:pxp_setup_csc
*/
@@ -651,25 +667,29 @@ const float *EGLRenderer::getColorMatrix() {
1.4746f, -0.5714f, 0.0f
};
switch (m_ColorSpace) {
// This handles the case where the color range is unknown,
// so that we use Limited color range which is the default
// behavior for Moonlight.
bool fullRange = (frame->color_range == AVCOL_RANGE_JPEG);
switch (frame->colorspace) {
case AVCOL_SPC_SMPTE170M:
case AVCOL_SPC_BT470BG:
return m_ColorFull ? bt601Full : bt601Lim;
return fullRange ? bt601Full : bt601Lim;
case AVCOL_SPC_BT709:
return m_ColorFull ? bt709Full : bt709Lim;
return fullRange ? bt709Full : bt709Lim;
case AVCOL_SPC_BT2020_NCL:
case AVCOL_SPC_BT2020_CL:
return m_ColorFull ? bt2020Full : bt2020Lim;
return fullRange ? bt2020Full : bt2020Lim;
default:
// 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;
return fullRange ? bt601Full : bt601Lim;
case COLORSPACE_REC_709:
return m_ColorFull ? bt709Full : bt709Lim;
return fullRange ? bt709Full : bt709Lim;
case COLORSPACE_REC_2020:
return m_ColorFull ? bt2020Full : bt2020Lim;
return fullRange ? bt2020Full : bt2020Lim;
default:
SDL_assert(false);
}
@@ -681,9 +701,6 @@ const float *EGLRenderer::getColorMatrix() {
bool EGLRenderer::specialize() {
SDL_assert(!m_VAO);
// Attach our GL context to the render thread
SDL_GL_MakeCurrent(m_Window, m_Context);
if (!compileShaders())
return false;
@@ -745,6 +762,12 @@ void EGLRenderer::renderFrame(AVFrame* frame)
return;
}
// Attach our GL context to the render thread
// NB: It should already be current, unless the SDL render event watcher
// performs a rendering operation (like a viewport update on resize) on
// our fake SDL_Renderer. If it's already current, this is a no-op.
SDL_GL_MakeCurrent(m_Window, m_Context);
// Find the native read-back format and load the shaders
if (m_EGLImagePixelFormat == AV_PIX_FMT_NONE) {
m_EGLImagePixelFormat = m_Backend->getEGLImagePixelFormat();
@@ -752,13 +775,6 @@ void EGLRenderer::renderFrame(AVFrame* frame)
SDL_assert(m_EGLImagePixelFormat != AV_PIX_FMT_NONE);
m_ColorSpace = frame->colorspace;
// 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_EGLImagePixelFormat = AV_PIX_FMT_NONE;
return;
@@ -778,10 +794,16 @@ void EGLRenderer::renderFrame(AVFrame* frame)
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(frame));
glUniform3fv(m_ShaderProgramParams[NV12_PARAM_OFFSET], 1, getColorOffsets(frame));
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);
@@ -815,3 +837,21 @@ void EGLRenderer::renderFrame(AVFrame* frame)
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;
}
@@ -12,6 +12,7 @@ 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;
@@ -22,8 +23,8 @@ private:
unsigned compileShader(const char* vertexShaderSrc, const char* fragmentShaderSrc);
bool compileShaders();
bool specialize();
const float *getColorOffsets();
const float *getColorMatrix();
const float *getColorOffsets(const AVFrame* frame);
const float *getColorMatrix(const AVFrame* frame);
static int loadAndBuildShader(int shaderType, const char *filename);
bool openDisplay(unsigned int platform, void* nativeDisplay);
@@ -42,8 +43,6 @@ private:
SDL_Window *m_Window;
IFFmpegRenderer *m_Backend;
unsigned int m_VAO;
int m_ColorSpace;
bool m_ColorFull;
bool m_BlockingSwapBuffers;
AVFrame* m_LastFrame;
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC m_glEGLImageTargetTexture2DOES;
@@ -51,13 +50,14 @@ private:
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;
@@ -5,8 +5,16 @@
#include <Limelight.h>
// HACK: Avoid including X11 headers which conflict with QDir
#ifdef SDL_VIDEO_DRIVER_X11
#undef SDL_VIDEO_DRIVER_X11
#endif
#include <SDL_syswm.h>
#include <QDir>
#include <QTextStream>
MmalRenderer::MmalRenderer()
: m_Renderer(nullptr),
m_InputPort(nullptr),
@@ -108,6 +116,10 @@ bool MmalRenderer::initialize(PDECODER_PARAMETERS params)
{
MMAL_STATUS_T status;
if (!isMmalOverlaySupported()) {
return false;
}
m_Window = params->window;
m_VideoWidth = params->width;
m_VideoHeight = params->height;
@@ -132,6 +144,12 @@ bool MmalRenderer::initialize(PDECODER_PARAMETERS params)
m_InputPort->format->es->video.crop.y = 0;
m_InputPort->format->es->video.crop.width = params->width;
m_InputPort->format->es->video.crop.height = params->height;
// Setting colorspace like this doesn't seem to make a difference,
// but we'll do it just in case it starts working in the future.
// The default appears to be Rec. 709 already.
m_InputPort->format->es->video.color_space = MMAL_COLOR_SPACE_ITUR_BT709;
status = mmal_port_format_commit(m_InputPort);
if (status != MMAL_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -192,6 +210,13 @@ bool MmalRenderer::initialize(PDECODER_PARAMETERS params)
return true;
}
int MmalRenderer::getDecoderColorspace()
{
// MMAL seems to always use Rec. 709 colorspace for rendering
// even when we try to set something else in the input format.
return COLORSPACE_REC_709;
}
void MmalRenderer::setupBackground(PDECODER_PARAMETERS params)
{
SDL_SysWMinfo info;
@@ -227,6 +252,78 @@ void MmalRenderer::InputPortCallback(MMAL_PORT_T*, MMAL_BUFFER_HEADER_T* buffer)
mmal_buffer_header_release(buffer);
}
// MMAL rendering will silently fail in Full KMS mode. We'll see if that's
// enabled by reading sysfs. It's gross but it works.
bool MmalRenderer::getDtDeviceStatus(QString name, bool ifUnknown)
{
QDir dir("/sys/firmware/devicetree/base/soc");
QStringList matchingDir = dir.entryList(QStringList(name + "@*"), QDir::Dirs);
if (matchingDir.length() != 1) {
Q_ASSERT(matchingDir.isEmpty());
return ifUnknown;
}
if (!dir.cd(matchingDir.first())) {
return ifUnknown;
}
QFile statusFile(dir.filePath("status"));
if (!statusFile.open(QFile::ReadOnly)) {
// Per Device Tree docs, missing 'status' means enabled
return true;
}
QByteArray statusData = statusFile.readAll();
QString statusString(statusData);
// Per Device Tree docs, 'okay' and 'ok' are both acceptable
return statusData == "okay" || statusData == "ok";
}
bool MmalRenderer::isMmalOverlaySupported()
{
if (qgetenv("MMAL_DISABLE_SUPPORT_CHECK") == "1") {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"MMAL overlay support check is disabled");
return true;
}
static bool mmalOverlayCheckCompleted = false;
static bool mmalOverlayCheckResult = true;
// This overlay support check is expensive, so only do it once. The stuff we're
// checking can't change without restarting Moonlight (or the whole system).
if (mmalOverlayCheckCompleted) {
SDL_MemoryBarrierAcquire();
return mmalOverlayCheckResult;
}
// vc4-fkms-v3d - firmwarekms is 'okay', hvs is 'disabled'
// vc4-kms-v3d - firmwarekms is 'disabled', hvs is 'okay' <- this is the bad one
// none - firmwarekms is 'disabled', hvs is 'disabled'
if (!getDtDeviceStatus("firmwarekms", true) && getDtDeviceStatus("hvs", true)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Full KMS Mode is enabled! Hardware accelerated H.264 decoding will be unavailable!");
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Change 'dtoverlay=vc4-kms-v3d' to 'dtoverlay=vc4-fkms-v3d' in /boot/config.txt to fix this!");
mmalOverlayCheckResult = false;
}
// /dev/video19 is the rpivid stateless HEVC decoder
if (!QFile::exists("/dev/video19")) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Raspberry Pi HEVC decoder is not enabled! Add 'dtoverlay=rpivid-v4l2' to your /boot/config.txt to fix this!");
}
else if (strcmp(SDL_GetCurrentVideoDriver(), "KMSDRM") != 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Raspberry Pi HEVC decoder cannot be used from within a desktop environment. H.264 will be used instead.");
}
SDL_MemoryBarrierRelease();
mmalOverlayCheckCompleted = true;
return mmalOverlayCheckResult;
}
enum AVPixelFormat MmalRenderer::getPreferredPixelFormat(int)
{
// Opaque MMAL buffers
@@ -17,9 +17,12 @@ public:
virtual enum AVPixelFormat getPreferredPixelFormat(int videoFormat) override;
virtual bool needsTestFrame() override;
virtual int getRendererAttributes() override;
virtual int getDecoderColorspace() override;
private:
static void InputPortCallback(MMAL_PORT_T* port, MMAL_BUFFER_HEADER_T* buffer);
bool getDtDeviceStatus(QString name, bool ifUnknown);
bool isMmalOverlaySupported();
void setupBackground(PDECODER_PARAMETERS params);
void updateDisplayRegion();
@@ -42,11 +42,37 @@ typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platf
#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
#define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B
#define EGL_SAMPLE_RANGE_HINT_EXT 0x327C
#define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D
#define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E
#define EGL_ITU_REC601_EXT 0x327F
#define EGL_ITU_REC709_EXT 0x3280
#define EGL_ITU_REC2020_EXT 0x3281
#define EGL_YUV_FULL_RANGE_EXT 0x3282
#define EGL_YUV_NARROW_RANGE_EXT 0x3283
#define EGL_YUV_CHROMA_SITING_0_EXT 0x3284
#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285
#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
@@ -71,6 +97,13 @@ 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;
+269 -35
View File
@@ -6,15 +6,28 @@
#include <Limelight.h>
SdlRenderer::SdlRenderer()
: m_Renderer(nullptr),
: m_VideoFormat(0),
m_Renderer(nullptr),
m_Texture(nullptr),
m_SwPixelFormat(AV_PIX_FMT_NONE)
m_SwPixelFormat(AV_PIX_FMT_NONE),
m_ColorSpace(AVCOL_SPC_UNSPECIFIED),
m_MapFrame(false)
{
SDL_zero(m_OverlayTextures);
#ifdef HAVE_CUDA
m_CudaGLHelper = nullptr;
#endif
}
SdlRenderer::~SdlRenderer()
{
#ifdef HAVE_CUDA
if (m_CudaGLHelper != nullptr) {
delete m_CudaGLHelper;
}
#endif
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayTextures[i] != nullptr) {
SDL_DestroyTexture(m_OverlayTextures[i]);
@@ -77,6 +90,8 @@ bool SdlRenderer::initialize(PDECODER_PARAMETERS params)
{
Uint32 rendererFlags = SDL_RENDERER_ACCELERATED;
m_VideoFormat = params->videoFormat;
if (params->videoFormat == VIDEO_FORMAT_H265_MAIN10) {
// SDL doesn't support rendering YUV 10-bit textures yet
return false;
@@ -193,6 +208,137 @@ void SdlRenderer::renderOverlay(Overlay::OverlayType type)
}
}
bool SdlRenderer::initializeReadBackFormat(AVBufferRef* hwFrameCtxRef, AVFrame* testFrame)
{
auto hwFrameCtx = (AVHWFramesContext*)hwFrameCtxRef->data;
int err;
enum AVPixelFormat *formats;
AVFrame* outputFrame;
// This function must only be called once per instance
SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NONE);
SDL_assert(!m_MapFrame);
// Try direct mapping before resorting to copying the frame
outputFrame = av_frame_alloc();
if (outputFrame != nullptr) {
err = av_hwframe_map(outputFrame, testFrame, AV_HWFRAME_MAP_READ);
if (err == 0) {
if (isPixelFormatSupported(m_VideoFormat, (AVPixelFormat)outputFrame->format)) {
m_SwPixelFormat = (AVPixelFormat)outputFrame->format;
m_MapFrame = true;
goto Exit;
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Skipping unsupported hwframe mapping format: %d",
outputFrame->format);
}
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_map() is unsupported (error: %d)",
err);
SDL_assert(err == AVERROR(ENOSYS));
}
}
// Direct mapping didn't work, so let's see what transfer formats we have
err = av_hwframe_transfer_get_formats(hwFrameCtxRef, AV_HWFRAME_TRANSFER_DIRECTION_FROM, &formats, 0);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_transfer_get_formats() failed: %d",
err);
goto Exit;
}
// NB: In this algorithm, we prefer to get a preferred hardware readback format
// and non-preferred rendering format rather than the other way around. This is
// why we loop through the readback format list in order, rather than searching
// for the format from getPreferredPixelFormat() in the list.
for (int i = 0; formats[i] != AV_PIX_FMT_NONE; i++) {
SDL_assert(m_VideoFormat != 0);
if (!isPixelFormatSupported(m_VideoFormat, formats[i])) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Skipping unsupported hwframe transfer format %d",
formats[i]);
continue;
}
m_SwPixelFormat = formats[i];
break;
}
av_freep(&formats);
Exit:
av_frame_free(&outputFrame);
// If we didn't find any supported formats, try hwFrameCtx->sw_format.
if (m_SwPixelFormat == AV_PIX_FMT_NONE) {
if (isPixelFormatSupported(m_VideoFormat, hwFrameCtx->sw_format)) {
m_SwPixelFormat = hwFrameCtx->sw_format;
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to find compatible hwframe transfer format (sw_format = %d)",
hwFrameCtx->sw_format);
return false;
}
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Selected hwframe->swframe format: %d (mapping: %s)",
m_SwPixelFormat,
m_MapFrame ? "yes" : "no");
return true;
}
AVFrame* SdlRenderer::getSwFrameFromHwFrame(AVFrame* hwFrame)
{
int err;
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
AVFrame* swFrame = av_frame_alloc();
if (swFrame == nullptr) {
return nullptr;
}
swFrame->format = m_SwPixelFormat;
if (m_MapFrame) {
// We don't use AV_HWFRAME_MAP_DIRECT here because it can cause huge
// performance penalties on Intel hardware with VAAPI due to mappings
// being uncached memory.
err = av_hwframe_map(swFrame, hwFrame, AV_HWFRAME_MAP_READ);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_map() failed: %d",
err);
av_frame_free(&swFrame);
return nullptr;
}
}
else {
err = av_hwframe_transfer_data(swFrame, hwFrame, 0);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_transfer_data() failed: %d",
err);
av_frame_free(&swFrame);
return nullptr;
}
// av_hwframe_transfer_data() doesn't transfer metadata
// (and can even nuke existing metadata in dst), so we
// will propagate metadata manually afterwards.
av_frame_copy_props(swFrame, hwFrame);
}
return swFrame;
}
void SdlRenderer::renderFrame(AVFrame* frame)
{
int err;
@@ -203,46 +349,40 @@ void SdlRenderer::renderFrame(AVFrame* frame)
return;
}
if (frame->hw_frames_ctx != nullptr) {
if (frame->hw_frames_ctx != nullptr && frame->format != AV_PIX_FMT_CUDA) {
#ifdef HAVE_CUDA
ReadbackRetry:
#endif
// If we are acting as the frontend for a hardware
// accelerated decoder, we'll need to read the frame
// back to render it.
// Find the native read-back format
if (m_SwPixelFormat == AV_PIX_FMT_NONE) {
auto hwFrameCtx = (AVHWFramesContext*)frame->hw_frames_ctx->data;
initializeReadBackFormat(frame->hw_frames_ctx, frame);
m_SwPixelFormat = hwFrameCtx->sw_format;
// If we don't support any of the hw transfer formats, we should
// have failed inside testRenderFrame() and not made it here.
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Selected read-back format: %d",
m_SwPixelFormat);
}
swFrame = av_frame_alloc();
// Map or copy this hwframe to a swframe that we can work with
frame = swFrame = getSwFrameFromHwFrame(frame);
if (swFrame == nullptr) {
return;
}
}
swFrame->width = frame->width;
swFrame->height = frame->height;
swFrame->format = m_SwPixelFormat;
err = av_hwframe_transfer_data(swFrame, frame, 0);
if (err != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_transfer_data() failed: %d",
err);
goto Exit;
// Because the specific YUV color conversion shader is established at
// texture creation for most SDL render backends, we need to recreate
// the texture when the colorspace changes.
if (frame->colorspace != m_ColorSpace) {
if (m_Texture != nullptr) {
SDL_DestroyTexture(m_Texture);
m_Texture = nullptr;
}
// av_hwframe_transfer_data() can nuke frame metadata,
// so anything other than width, height, and format must
// be set *after* calling av_hwframe_transfer_data().
swFrame->colorspace = frame->colorspace;
frame = swFrame;
m_ColorSpace = frame->colorspace;
}
if (m_Texture == nullptr) {
@@ -254,6 +394,7 @@ void SdlRenderer::renderFrame(AVFrame* frame)
case AV_PIX_FMT_YUV420P:
sdlFormat = SDL_PIXELFORMAT_YV12;
break;
case AV_PIX_FMT_CUDA:
case AV_PIX_FMT_NV12:
sdlFormat = SDL_PIXELFORMAT_NV12;
break;
@@ -288,9 +429,35 @@ void SdlRenderer::renderFrame(AVFrame* frame)
SDL_GetError());
goto Exit;
}
#ifdef HAVE_CUDA
if (frame->format == AV_PIX_FMT_CUDA) {
SDL_assert(m_CudaGLHelper == nullptr);
m_CudaGLHelper = new CUDAGLInteropHelper(((AVHWFramesContext*)frame->hw_frames_ctx->data)->device_ctx);
SDL_GL_BindTexture(m_Texture, nullptr, nullptr);
if (!m_CudaGLHelper->registerBoundTextures()) {
// If we can't register textures, fall back to normal read-back rendering
delete m_CudaGLHelper;
m_CudaGLHelper = nullptr;
}
SDL_GL_UnbindTexture(m_Texture);
}
#endif
}
if (frame->format == AV_PIX_FMT_YUV420P) {
if (frame->format == AV_PIX_FMT_CUDA) {
#ifdef HAVE_CUDA
if (m_CudaGLHelper == nullptr || !m_CudaGLHelper->copyCudaFrameToTextures(frame)) {
goto ReadbackRetry;
}
#else
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Got CUDA frame, but not built with CUDA support!");
goto Exit;
#endif
}
else if (frame->format == AV_PIX_FMT_YUV420P) {
SDL_UpdateYUVTexture(m_Texture, nullptr,
frame->data[0],
frame->linesize[0],
@@ -313,9 +480,9 @@ void SdlRenderer::renderFrame(AVFrame* frame)
#endif
{
char* pixels;
int pitch;
int texturePitch;
err = SDL_LockTexture(m_Texture, nullptr, (void**)&pixels, &pitch);
err = SDL_LockTexture(m_Texture, nullptr, (void**)&pixels, &texturePitch);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_LockTexture() failed: %s",
@@ -323,12 +490,37 @@ void SdlRenderer::renderFrame(AVFrame* frame)
goto Exit;
}
memcpy(pixels,
frame->data[0],
frame->linesize[0] * frame->height);
memcpy(pixels + (frame->linesize[0] * frame->height),
frame->data[1],
frame->linesize[1] * frame->height / 2);
// If the planar pitches match, we can use a single memcpy() to transfer
// the data. If not, we'll need to do separate memcpy() calls for each
// line to ensure the pitch doesn't get screwed up.
if (frame->linesize[0] == texturePitch) {
memcpy(pixels,
frame->data[0],
frame->linesize[0] * frame->height);
}
else {
int pitch = SDL_min(frame->linesize[0], texturePitch);
for (int i = 0; i < frame->height; i++) {
memcpy(pixels + (texturePitch * i),
frame->data[0] + (frame->linesize[0] * i),
pitch);
}
}
if (frame->linesize[1] == texturePitch) {
memcpy(pixels + (texturePitch * frame->height),
frame->data[1],
frame->linesize[1] * frame->height / 2);
}
else {
int pitch = SDL_min(frame->linesize[1], texturePitch);
for (int i = 0; i < frame->height / 2; i++) {
memcpy(pixels + (texturePitch * (frame->height + i)),
frame->data[1] + (frame->linesize[1] * i),
pitch);
}
}
SDL_UnlockTexture(m_Texture);
}
@@ -351,3 +543,45 @@ 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) {
#ifdef HAVE_MMAL
// FFmpeg for Raspberry Pi has NEON-optimized routines that allow
// us to use av_hwframe_transfer_data() to convert from SAND frames
// to standard fully-planar YUV. Unfortunately, the combination of
// doing this conversion on the CPU and the slow GL texture upload
// performance on the Pi make the performance of this approach
// unacceptable. Don't use this copyback path on the Pi by default
// to ensure we fall back to H.264 (with the MMAL renderer) in X11
// rather than using HEVC+copyback and getting terrible performance.
if (qgetenv("RPI_ALLOW_COPYBACK_RENDER") != "1") {
return false;
}
#endif
if (!initializeReadBackFormat(frame->hw_frames_ctx, frame)) {
return false;
}
AVFrame* swFrame = getSwFrameFromHwFrame(frame);
if (swFrame == nullptr) {
return false;
}
av_frame_free(&swFrame);
}
else if (!isPixelFormatSupported(m_VideoFormat, (AVPixelFormat)frame->format)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Swframe pixel format unsupported: %d",
frame->format);
return false;
}
return true;
}
+15 -1
View File
@@ -2,6 +2,10 @@
#include "renderer.h"
#ifdef HAVE_CUDA
#include "cuda.h"
#endif
class SdlRenderer : public IFFmpegRenderer {
public:
SdlRenderer();
@@ -11,14 +15,24 @@ 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);
bool initializeReadBackFormat(AVBufferRef* hwFrameCtxRef, AVFrame* testFrame);
AVFrame* getSwFrameFromHwFrame(AVFrame* hwFrame);
int m_VideoFormat;
SDL_Renderer* m_Renderer;
SDL_Texture* m_Texture;
int m_SwPixelFormat;
enum AVPixelFormat m_SwPixelFormat;
enum AVColorSpace m_ColorSpace;
bool m_MapFrame;
SDL_Texture* m_OverlayTextures[Overlay::OverlayMax];
SDL_Rect m_OverlayRects[Overlay::OverlayMax];
#ifdef HAVE_CUDA
CUDAGLInteropHelper* m_CudaGLHelper;
#endif
};
+76 -16
View File
@@ -59,8 +59,8 @@ VAAPIRenderer::openDisplay(SDL_Window* window)
m_WindowSystem = info.subsystem;
if (info.subsystem == SDL_SYSWM_X11) {
m_XWindow = info.info.x11.window;
#ifdef HAVE_LIBVA_X11
m_XWindow = info.info.x11.window;
display = vaGetDisplay(info.info.x11.display);
if (display == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -543,29 +543,89 @@ VAAPIRenderer::exportEGLImages(AVFrame *frame, EGLDisplay dpy,
for (size_t i = 0; i < m_PrimeDescriptor.num_layers; ++i) {
const auto &layer = m_PrimeDescriptor.layers[i];
const auto &object = m_PrimeDescriptor.objects[layer.object_index[0]];
const int EGL_ATTRIB_COUNT = 17;
// Max 30 attributes (1 key + 1 value for each)
const int EGL_ATTRIB_COUNT = 30 * 2;
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, 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
};
// 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;
int attribIndex = 6;
for (size_t j = 0; j < layer.num_planes; j++) {
const auto &object = m_PrimeDescriptor.objects[layer.object_index[j]];
switch (j) {
case 0:
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_FD_EXT;
attribs[attribIndex++] = object.fd;
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_OFFSET_EXT;
attribs[attribIndex++] = layer.offset[0];
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_PITCH_EXT;
attribs[attribIndex++] = layer.pitch[0];
if (m_EGLExtDmaBuf) {
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT;
attribs[attribIndex++] = (EGLint)(object.drm_format_modifier & 0xFFFFFFFF);
attribs[attribIndex++] = EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT;
attribs[attribIndex++] = (EGLint)(object.drm_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++] = layer.offset[1];
attribs[attribIndex++] = EGL_DMA_BUF_PLANE1_PITCH_EXT;
attribs[attribIndex++] = layer.pitch[1];
if (m_EGLExtDmaBuf) {
attribs[attribIndex++] = EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT;
attribs[attribIndex++] = (EGLint)(object.drm_format_modifier & 0xFFFFFFFF);
attribs[attribIndex++] = EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT;
attribs[attribIndex++] = (EGLint)(object.drm_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++] = layer.offset[2];
attribs[attribIndex++] = EGL_DMA_BUF_PLANE2_PITCH_EXT;
attribs[attribIndex++] = layer.pitch[2];
if (m_EGLExtDmaBuf) {
attribs[attribIndex++] = EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT;
attribs[attribIndex++] = (EGLint)(object.drm_format_modifier & 0xFFFFFFFF);
attribs[attribIndex++] = EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT;
attribs[attribIndex++] = (EGLint)(object.drm_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++] = layer.offset[3];
attribs[attribIndex++] = EGL_DMA_BUF_PLANE3_PITCH_EXT;
attribs[attribIndex++] = layer.pitch[3];
if (m_EGLExtDmaBuf) {
attribs[attribIndex++] = EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT;
attribs[attribIndex++] = (EGLint)(object.drm_format_modifier & 0xFFFFFFFF);
attribs[attribIndex++] = EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT;
attribs[attribIndex++] = (EGLint)(object.drm_format_modifier >> 32);
}
break;
default:
Q_UNREACHABLE();
}
}
// Terminate the attribute list
attribs[attribIndex++] = EGL_NONE;
SDL_assert(attribIndex <= EGL_ATTRIB_COUNT);
if (m_eglCreateImage) {
images[i] = m_eglCreateImage(dpy, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
@@ -579,7 +639,7 @@ VAAPIRenderer::exportEGLImages(AVFrame *frame, EGLDisplay dpy,
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++) {
for (int i = 0; i < attribIndex; i++) {
intAttribs[i] = (EGLint)attribs[i];
}
+2 -2
View File
@@ -3,13 +3,13 @@
#include "renderer.h"
// Avoid X11 if SDL was built without it
#ifndef SDL_VIDEO_DRIVER_X11
#if !defined(SDL_VIDEO_DRIVER_X11) && defined(HAVE_LIBVA_X11)
#warning Unable to use libva-x11 without SDL support
#undef HAVE_LIBVA_X11
#endif
// Avoid Wayland if SDL was built without it
#ifndef SDL_VIDEO_DRIVER_WAYLAND
#if !defined(SDL_VIDEO_DRIVER_WAYLAND) && defined(HAVE_LIBVA_WAYLAND)
#warning Unable to use libva-wayland without SDL support
#undef HAVE_LIBVA_WAYLAND
#endif
+39 -30
View File
@@ -1,6 +1,7 @@
#include <streaming/session.h>
#include "vdpau.h"
#include <streaming/streamutils.h>
#include <utils.h>
#include <SDL_syswm.h>
@@ -93,6 +94,36 @@ bool VDPAURenderer::initialize(PDECODER_PARAMETERS params)
#endif
};
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(params->window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return false;
}
if (info.subsystem == SDL_SYSWM_WAYLAND) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"VDPAU is not supported on Wayland");
return false;
}
else if (info.subsystem != SDL_SYSWM_X11) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"VDPAU is not supported on the current subsystem: %d",
info.subsystem);
return false;
}
else if (qgetenv("VDPAU_XWAYLAND") != "1" && WMUtils::isRunningWayland()) {
// VDPAU initialization causes Moonlight to crash when using XWayland in a Flatpak
// on a system with the Nvidia 495.44 driver. VDPAU won't work under XWayland anyway,
// so let's not risk trying it (unless the user wants to roll the dice).
// https://gitlab.freedesktop.org/vdpau/libvdpau/-/issues/2
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"VDPAU is disabled on XWayland. Set VDPAU_XWAYLAND=1 to try your luck.");
return false;
}
m_VideoWidth = params->width;
m_VideoHeight = params->height;
@@ -158,39 +189,17 @@ bool VDPAURenderer::initialize(PDECODER_PARAMETERS params)
SDL_GetWindowSize(params->window, (int*)&m_DisplayWidth, (int*)&m_DisplayHeight);
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(params->window, &info)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowWMInfo() failed: %s",
SDL_GetError());
return false;
}
SDL_assert(info.subsystem == SDL_SYSWM_X11);
if (info.subsystem == SDL_SYSWM_X11) {
GET_PROC_ADDRESS(VDP_FUNC_ID_PRESENTATION_QUEUE_TARGET_CREATE_X11,
&m_VdpPresentationQueueTargetCreateX11);
status = m_VdpPresentationQueueTargetCreateX11(m_Device,
info.info.x11.window,
&m_PresentationQueueTarget);
if (status != VDP_STATUS_OK) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"VdpPresentationQueueTargetCreateX11() failed: %s",
m_VdpGetErrorString(status));
return false;
}
}
else if (info.subsystem == SDL_SYSWM_WAYLAND) {
GET_PROC_ADDRESS(VDP_FUNC_ID_PRESENTATION_QUEUE_TARGET_CREATE_X11,
&m_VdpPresentationQueueTargetCreateX11);
status = m_VdpPresentationQueueTargetCreateX11(m_Device,
info.info.x11.window,
&m_PresentationQueueTarget);
if (status != VDP_STATUS_OK) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"VDPAU backend does not currently support Wayland");
return false;
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unsupported VDPAU rendering subsystem: %d",
info.subsystem);
"VdpPresentationQueueTargetCreateX11() failed: %s",
m_VdpGetErrorString(status));
return false;
}

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