moonlight-qt/app/streaming/session.cpp
Cameron Gutman 6d023c2dfa Defer launch warnings until after launch validation
We need to destroy the SDL window before we can be sure that Qt
can draw to the screen if we used KMSDRM.
2024-09-23 21:48:43 -05:00

2375 lines
101 KiB
C++

#include "session.h"
#include "settings/streamingpreferences.h"
#include "streaming/streamutils.h"
#include "backend/richpresencemanager.h"
#include <Limelight.h>
#include <SDL.h>
#include "utils.h"
#ifdef HAVE_FFMPEG
#include "video/ffmpeg.h"
#endif
#ifdef HAVE_SLVIDEO
#include "video/slvid.h"
#endif
#ifdef Q_OS_WIN32
// Scaling the icon down on Win32 looks dreadful, so render at lower res
#define ICON_SIZE 32
#else
#define ICON_SIZE 64
#endif
// HACK: Remove once proper Dark Mode support lands in SDL
#ifdef Q_OS_WIN32
#include <SDL_syswm.h>
#include <dwmapi.h>
#ifndef DWMWA_USE_IMMERSIVE_DARK_MODE_OLD
#define DWMWA_USE_IMMERSIVE_DARK_MODE_OLD 19
#endif
#ifndef DWMWA_USE_IMMERSIVE_DARK_MODE
#define DWMWA_USE_IMMERSIVE_DARK_MODE 20
#endif
#endif
#define SDL_CODE_FLUSH_WINDOW_EVENT_BARRIER 100
#define SDL_CODE_GAMECONTROLLER_RUMBLE 101
#define SDL_CODE_GAMECONTROLLER_RUMBLE_TRIGGERS 102
#define SDL_CODE_GAMECONTROLLER_SET_MOTION_EVENT_STATE 103
#define SDL_CODE_GAMECONTROLLER_SET_CONTROLLER_LED 104
#include <openssl/rand.h>
#include <QtEndian>
#include <QCoreApplication>
#include <QThreadPool>
#include <QSvgRenderer>
#include <QPainter>
#include <QImage>
#include <QGuiApplication>
#include <QCursor>
#include <QWindow>
#include <QScreen>
#define CONN_TEST_SERVER "qt.conntest.moonlight-stream.org"
CONNECTION_LISTENER_CALLBACKS Session::k_ConnCallbacks = {
Session::clStageStarting,
nullptr,
Session::clStageFailed,
nullptr,
Session::clConnectionTerminated,
Session::clLogMessage,
Session::clRumble,
Session::clConnectionStatusUpdate,
Session::clSetHdrMode,
Session::clRumbleTriggers,
Session::clSetMotionEventState,
Session::clSetControllerLED,
};
Session* Session::s_ActiveSession;
QSemaphore Session::s_ActiveSessionSemaphore(1);
void Session::clStageStarting(int stage)
{
// We know this is called on the same thread as LiStartConnection()
// which happens to be the main thread, so it's cool to interact
// with the GUI in these callbacks.
emit s_ActiveSession->stageStarting(QString::fromLocal8Bit(LiGetStageName(stage)));
}
void Session::clStageFailed(int stage, int errorCode)
{
// Perform the port test now, while we're on the async connection thread and not blocking the UI.
unsigned int portFlags = LiGetPortFlagsFromStage(stage);
s_ActiveSession->m_PortTestResults = LiTestClientConnectivity(CONN_TEST_SERVER, 443, portFlags);
char failingPorts[128];
LiStringifyPortFlags(portFlags, ", ", failingPorts, sizeof(failingPorts));
emit s_ActiveSession->stageFailed(QString::fromLocal8Bit(LiGetStageName(stage)), errorCode, QString(failingPorts));
}
void Session::clConnectionTerminated(int errorCode)
{
unsigned int portFlags = LiGetPortFlagsFromTerminationErrorCode(errorCode);
s_ActiveSession->m_PortTestResults = LiTestClientConnectivity(CONN_TEST_SERVER, 443, portFlags);
// Display the termination dialog if this was not intended
switch (errorCode) {
case ML_ERROR_GRACEFUL_TERMINATION:
break;
case ML_ERROR_NO_VIDEO_TRAFFIC:
s_ActiveSession->m_UnexpectedTermination = true;
char ports[128];
SDL_assert(portFlags != 0);
LiStringifyPortFlags(portFlags, ", ", ports, sizeof(ports));
emit s_ActiveSession->displayLaunchError(tr("No video received from host.") + "\n\n"+
tr("Check your firewall and port forwarding rules for port(s): %1").arg(ports));
break;
case ML_ERROR_NO_VIDEO_FRAME:
s_ActiveSession->m_UnexpectedTermination = true;
emit s_ActiveSession->displayLaunchError(tr("Your network connection isn't performing well. Reduce your video bitrate setting or try a faster connection."));
break;
case ML_ERROR_PROTECTED_CONTENT:
case ML_ERROR_UNEXPECTED_EARLY_TERMINATION:
s_ActiveSession->m_UnexpectedTermination = true;
emit s_ActiveSession->displayLaunchError(tr("Something went wrong on your host PC when starting the stream.") + "\n\n" +
tr("Make sure you don't have any DRM-protected content open on your host PC. You can also try restarting your host PC."));
break;
case ML_ERROR_FRAME_CONVERSION:
s_ActiveSession->m_UnexpectedTermination = true;
emit s_ActiveSession->displayLaunchError(tr("The host PC reported a fatal video encoding error.") + "\n\n" +
tr("Try disabling HDR mode, changing the streaming resolution, or changing your host PC's display resolution."));
break;
default:
s_ActiveSession->m_UnexpectedTermination = true;
// We'll assume large errors are hex values
bool hexError = qAbs(errorCode) > 1000;
emit s_ActiveSession->displayLaunchError(tr("Connection terminated") + "\n\n" +
tr("Error code: %1").arg(errorCode, hexError ? 8 : 0, hexError ? 16 : 10, QChar('0')));
break;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Connection terminated: %d",
errorCode);
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
}
void Session::clLogMessage(const char* format, ...)
{
va_list ap;
va_start(ap, format);
SDL_LogMessageV(SDL_LOG_CATEGORY_APPLICATION,
SDL_LOG_PRIORITY_INFO,
format,
ap);
va_end(ap);
}
void Session::clRumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
{
// We push an event for the main thread to handle in order to properly synchronize
// with the removal of game controllers that could result in our game controller
// going away during this callback.
SDL_Event rumbleEvent = {};
rumbleEvent.type = SDL_USEREVENT;
rumbleEvent.user.code = SDL_CODE_GAMECONTROLLER_RUMBLE;
rumbleEvent.user.data1 = (void*)(uintptr_t)controllerNumber;
rumbleEvent.user.data2 = (void*)(uintptr_t)((lowFreqMotor << 16) | highFreqMotor);
SDL_PushEvent(&rumbleEvent);
}
void Session::clConnectionStatusUpdate(int connectionStatus)
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Connection status update: %d",
connectionStatus);
if (!s_ActiveSession->m_Preferences->connectionWarnings) {
return;
}
if (s_ActiveSession->m_MouseEmulationRefCount > 0) {
// Don't display the overlay if mouse emulation is already using it
return;
}
switch (connectionStatus)
{
case CONN_STATUS_POOR:
s_ActiveSession->m_OverlayManager.updateOverlayText(Overlay::OverlayStatusUpdate,
s_ActiveSession->m_StreamConfig.bitrate > 5000 ?
"Slow connection to PC\nReduce your bitrate" : "Poor connection to PC");
s_ActiveSession->m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, true);
break;
case CONN_STATUS_OKAY:
s_ActiveSession->m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, false);
break;
}
}
void Session::clSetHdrMode(bool enabled)
{
// If we're in the process of recreating our decoder when we get
// this callback, we'll drop it. The main thread will make the
// callback when it finishes creating the new decoder.
if (SDL_AtomicTryLock(&s_ActiveSession->m_DecoderLock)) {
IVideoDecoder* decoder = s_ActiveSession->m_VideoDecoder;
if (decoder != nullptr) {
decoder->setHdrMode(enabled);
}
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
}
}
void Session::clRumbleTriggers(uint16_t controllerNumber, uint16_t leftTrigger, uint16_t rightTrigger)
{
// We push an event for the main thread to handle in order to properly synchronize
// with the removal of game controllers that could result in our game controller
// going away during this callback.
SDL_Event rumbleEvent = {};
rumbleEvent.type = SDL_USEREVENT;
rumbleEvent.user.code = SDL_CODE_GAMECONTROLLER_RUMBLE_TRIGGERS;
rumbleEvent.user.data1 = (void*)(uintptr_t)controllerNumber;
rumbleEvent.user.data2 = (void*)(uintptr_t)((leftTrigger << 16) | rightTrigger);
SDL_PushEvent(&rumbleEvent);
}
void Session::clSetMotionEventState(uint16_t controllerNumber, uint8_t motionType, uint16_t reportRateHz)
{
// We push an event for the main thread to handle in order to properly synchronize
// with the removal of game controllers that could result in our game controller
// going away during this callback.
SDL_Event setMotionEventStateEvent = {};
setMotionEventStateEvent.type = SDL_USEREVENT;
setMotionEventStateEvent.user.code = SDL_CODE_GAMECONTROLLER_SET_MOTION_EVENT_STATE;
setMotionEventStateEvent.user.data1 = (void*)(uintptr_t)controllerNumber;
setMotionEventStateEvent.user.data2 = (void*)(uintptr_t)((motionType << 16) | reportRateHz);
SDL_PushEvent(&setMotionEventStateEvent);
}
void Session::clSetControllerLED(uint16_t controllerNumber, uint8_t r, uint8_t g, uint8_t b)
{
// We push an event for the main thread to handle in order to properly synchronize
// with the removal of game controllers that could result in our game controller
// going away during this callback.
SDL_Event setControllerLEDEvent = {};
setControllerLEDEvent.type = SDL_USEREVENT;
setControllerLEDEvent.user.code = SDL_CODE_GAMECONTROLLER_SET_CONTROLLER_LED;
setControllerLEDEvent.user.data1 = (void*)(uintptr_t)controllerNumber;
setControllerLEDEvent.user.data2 = (void*)(uintptr_t)(r << 16 | g << 8 | b);
SDL_PushEvent(&setControllerLEDEvent);
}
bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window, int videoFormat, int width, int height,
int frameRate, bool enableVsync, bool enableFramePacing, bool testOnly, IVideoDecoder*& chosenDecoder)
{
DECODER_PARAMETERS params;
// 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;
params.videoFormat = videoFormat;
params.window = window;
params.enableVsync = enableVsync;
params.enableFramePacing = enableFramePacing;
params.testOnly = testOnly;
params.vds = vds;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-sync %s",
enableVsync ? "enabled" : "disabled");
#ifdef HAVE_SLVIDEO
chosenDecoder = new SLVideoDecoder(testOnly);
if (chosenDecoder->initialize(&params)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"SLVideo video decoder chosen");
return true;
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to load SLVideo decoder");
delete chosenDecoder;
chosenDecoder = nullptr;
}
#endif
#ifdef HAVE_FFMPEG
chosenDecoder = new FFmpegVideoDecoder(testOnly);
if (chosenDecoder->initialize(&params)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"FFmpeg-based video decoder chosen");
return true;
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to load FFmpeg decoder");
delete chosenDecoder;
chosenDecoder = nullptr;
}
#endif
#if !defined(HAVE_FFMPEG) && !defined(HAVE_SLVIDEO)
#error No video decoding libraries available!
#endif
// If we reach this, we didn't initialize any decoders successfully
return false;
}
int Session::drSetup(int videoFormat, int width, int height, int frameRate, void *, int)
{
s_ActiveSession->m_ActiveVideoFormat = videoFormat;
s_ActiveSession->m_ActiveVideoWidth = width;
s_ActiveSession->m_ActiveVideoHeight = height;
s_ActiveSession->m_ActiveVideoFrameRate = frameRate;
// Defer decoder setup until we've started streaming so we
// don't have to hide and show the SDL window (which seems to
// cause pointer hiding to break on Windows).
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Video stream is %dx%dx%d (format 0x%x)",
width, height, frameRate, videoFormat);
return 0;
}
int Session::drSubmitDecodeUnit(PDECODE_UNIT du)
{
// Use a lock since we'll be yanking this decoder out
// from underneath the session when we initiate destruction.
// We need to destroy the decoder on the main thread to satisfy
// some API constraints (like DXVA2). If we can't acquire it,
// that means the decoder is about to be destroyed, so we can
// safely return DR_OK and wait for the IDR frame request by
// the decoder reinitialization code.
if (SDL_AtomicTryLock(&s_ActiveSession->m_DecoderLock)) {
IVideoDecoder* decoder = s_ActiveSession->m_VideoDecoder;
if (decoder != nullptr) {
int ret = decoder->submitDecodeUnit(du);
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
return ret;
}
else {
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
return DR_OK;
}
}
else {
// Decoder is going away. Ignore anything coming in until
// the lock is released.
return DR_OK;
}
}
void Session::getDecoderInfo(SDL_Window* window,
bool& isHardwareAccelerated, bool& isFullScreenOnly,
bool& isHdrSupported, QSize& maxResolution)
{
IVideoDecoder* decoder;
// Since AV1 support on the host side is in its infancy, let's not consider
// _only_ a working AV1 decoder to be acceptable and still show the warning
// dialog indicating lack of hardware decoding support.
// Try an HEVC Main10 decoder first to see if we have HDR support
if (chooseDecoder(StreamingPreferences::VDS_FORCE_HARDWARE,
window, VIDEO_FORMAT_H265_MAIN10, 1920, 1080, 60,
false, false, true, decoder)) {
isHardwareAccelerated = decoder->isHardwareAccelerated();
isFullScreenOnly = decoder->isAlwaysFullScreen();
isHdrSupported = decoder->isHdrSupported();
maxResolution = decoder->getDecoderMaxResolution();
delete decoder;
return;
}
// Try an AV1 Main10 decoder next to see if we have HDR support
if (chooseDecoder(StreamingPreferences::VDS_FORCE_HARDWARE,
window, VIDEO_FORMAT_AV1_MAIN10, 1920, 1080, 60,
false, false, true, decoder)) {
// If we've got a working AV1 Main 10-bit decoder, we'll enable the HDR checkbox
// but we will still continue probing to get other attributes for HEVC or H.264
// decoders. See the AV1 comment at the top of the function for more info.
isHdrSupported = decoder->isHdrSupported();
delete decoder;
}
else {
// If we found no hardware decoders with HDR, check for a renderer
// that supports HDR rendering with software decoded frames.
if (chooseDecoder(StreamingPreferences::VDS_FORCE_SOFTWARE,
window, VIDEO_FORMAT_H265_MAIN10, 1920, 1080, 60,
false, false, true, decoder) ||
chooseDecoder(StreamingPreferences::VDS_FORCE_SOFTWARE,
window, VIDEO_FORMAT_AV1_MAIN10, 1920, 1080, 60,
false, false, true, decoder)) {
isHdrSupported = decoder->isHdrSupported();
delete decoder;
}
else {
// We weren't compiled with an HDR-capable renderer or we don't
// have the required GPU driver support for any HDR renderers.
isHdrSupported = false;
}
}
// Try a regular hardware accelerated HEVC decoder now
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;
return;
}
#if 0 // See AV1 comment at the top of this function
if (chooseDecoder(StreamingPreferences::VDS_FORCE_HARDWARE,
window, VIDEO_FORMAT_AV1_MAIN8, 1920, 1080, 60,
false, false, true, decoder)) {
isHardwareAccelerated = decoder->isHardwareAccelerated();
isFullScreenOnly = decoder->isAlwaysFullScreen();
maxResolution = decoder->getDecoderMaxResolution();
delete decoder;
return;
}
#endif
// If we still didn't find a hardware decoder, try H.264 now.
// This will fall back to software decoding, so it should always work.
if (chooseDecoder(StreamingPreferences::VDS_AUTO,
window, VIDEO_FORMAT_H264, 1920, 1080, 60,
false, false, true, decoder)) {
isHardwareAccelerated = decoder->isHardwareAccelerated();
isFullScreenOnly = decoder->isAlwaysFullScreen();
maxResolution = decoder->getDecoderMaxResolution();
delete decoder;
return;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to find ANY working H.264 or HEVC decoder!");
}
Session::DecoderAvailability
Session::getDecoderAvailability(SDL_Window* window,
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate)
{
IVideoDecoder* decoder;
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, false, false, true, decoder)) {
return DecoderAvailability::None;
}
bool hw = decoder->isHardwareAccelerated();
delete decoder;
return hw ? DecoderAvailability::Hardware : DecoderAvailability::Software;
}
bool Session::populateDecoderProperties(SDL_Window* window)
{
IVideoDecoder* decoder;
if (!chooseDecoder(m_Preferences->videoDecoderSelection,
window,
m_SupportedVideoFormats.first(),
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps,
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;
}
{
bool ok;
m_StreamConfig.colorSpace = qEnvironmentVariableIntValue("COLOR_SPACE_OVERRIDE", &ok);
if (ok) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using colorspace override: %d",
m_StreamConfig.colorSpace);
}
else {
m_StreamConfig.colorSpace = decoder->getDecoderColorspace();
}
m_StreamConfig.colorRange = qEnvironmentVariableIntValue("COLOR_RANGE_OVERRIDE", &ok);
if (ok) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using color range override: %d",
m_StreamConfig.colorRange);
}
else {
m_StreamConfig.colorRange = decoder->getDecoderColorRange();
}
}
if (decoder->isAlwaysFullScreen()) {
m_IsFullScreen = true;
}
delete decoder;
return true;
}
Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences)
: m_Preferences(preferences ? preferences : StreamingPreferences::get()),
m_IsFullScreen(m_Preferences->windowMode != StreamingPreferences::WM_WINDOWED || !WMUtils::isRunningDesktopEnvironment()),
m_Computer(computer),
m_App(app),
m_Window(nullptr),
m_VideoDecoder(nullptr),
m_DecoderLock(0),
m_AudioMuted(false),
m_QtWindow(nullptr),
m_UnexpectedTermination(true), // Failure prior to streaming is unexpected
m_InputHandler(nullptr),
m_MouseEmulationRefCount(0),
m_FlushingWindowEventsRef(0),
m_AsyncConnectionSuccess(false),
m_PortTestResults(0),
m_OpusDecoder(nullptr),
m_AudioRenderer(nullptr),
m_AudioSampleCount(0),
m_DropAudioEndTime(0)
{
}
bool Session::initialize()
{
#ifdef Q_OS_DARWIN
if (qEnvironmentVariableIntValue("I_WANT_BUGGY_FULLSCREEN") == 0) {
// If we have a notch and the user specified one of the two native display modes
// (notched or notchless), override the fullscreen mode to ensure it works as expected.
// - SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES=0 will place the video underneath the notch
// - SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES=1 will place the video below the notch
bool shouldUseFullScreenSpaces = m_Preferences->windowMode != StreamingPreferences::WM_FULLSCREEN;
SDL_DisplayMode desktopMode;
SDL_Rect safeArea;
for (int displayIndex = 0; StreamUtils::getNativeDesktopMode(displayIndex, &desktopMode, &safeArea); displayIndex++) {
// Check if this display has a notch (safeArea != desktopMode)
if (desktopMode.h != safeArea.h || desktopMode.w != safeArea.w) {
// Check if we're trying to stream at the full native resolution (including notch)
if (m_Preferences->width == desktopMode.w && m_Preferences->height == desktopMode.h) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Overriding default fullscreen mode for native fullscreen resolution");
shouldUseFullScreenSpaces = false;
break;
}
else if (m_Preferences->width == safeArea.w && m_Preferences->height == safeArea.h) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Overriding default fullscreen mode for native safe area resolution");
shouldUseFullScreenSpaces = true;
break;
}
}
}
// Using modesetting on modern versions of macOS is extremely unreliable
// and leads to hangs, deadlocks, and other nasty stuff. The only time
// people seem to use it is to get the full screen on notched Macs,
// which setting SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES=1 also accomplishes
// with much less headache.
//
// https://github.com/moonlight-stream/moonlight-qt/issues/973
// https://github.com/moonlight-stream/moonlight-qt/issues/999
// https://github.com/moonlight-stream/moonlight-qt/issues/1211
// https://github.com/moonlight-stream/moonlight-qt/issues/1218
SDL_SetHint(SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES, shouldUseFullScreenSpaces ? "1" : "0");
}
#endif
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return false;
}
LiInitializeStreamConfiguration(&m_StreamConfig);
m_StreamConfig.width = m_Preferences->width;
m_StreamConfig.height = m_Preferences->height;
int x, y, width, height;
getWindowDimensions(x, y, width, height);
// Create a hidden window to use for decoder initialization tests
SDL_Window* testWindow = SDL_CreateWindow("", x, y, width, height,
SDL_WINDOW_HIDDEN | StreamUtils::getPlatformWindowFlags());
if (!testWindow) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create test window with platform flags: %s",
SDL_GetError());
testWindow = SDL_CreateWindow("", x, y, width, height, SDL_WINDOW_HIDDEN);
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
}
qInfo() << "Server GPU:" << m_Computer->gpuModel;
qInfo() << "Server GFE version:" << m_Computer->gfeVersion;
LiInitializeVideoCallbacks(&m_VideoCallbacks);
m_VideoCallbacks.setup = drSetup;
m_StreamConfig.fps = m_Preferences->fps;
m_StreamConfig.bitrate = m_Preferences->bitrateKbps;
#ifndef STEAM_LINK
// Opt-in to all encryption features if we detect that the platform
// has AES cryptography acceleration instructions and more than 2 cores.
if (StreamUtils::hasFastAes() && SDL_GetCPUCount() > 2) {
m_StreamConfig.encryptionFlags = ENCFLG_ALL;
}
else {
// 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);
RAND_bytes(reinterpret_cast<unsigned char*>(m_StreamConfig.remoteInputAesKey),
sizeof(m_StreamConfig.remoteInputAesKey));
// Only the first 4 bytes are populated in the RI key IV
RAND_bytes(reinterpret_cast<unsigned char*>(m_StreamConfig.remoteInputAesIv), 4);
switch (m_Preferences->audioConfig)
{
case StreamingPreferences::AC_STEREO:
m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_STEREO;
break;
case StreamingPreferences::AC_51_SURROUND:
m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_51_SURROUND;
break;
case StreamingPreferences::AC_71_SURROUND:
m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_71_SURROUND;
break;
}
LiInitializeAudioCallbacks(&m_AudioCallbacks);
m_AudioCallbacks.init = arInit;
m_AudioCallbacks.cleanup = arCleanup;
m_AudioCallbacks.decodeAndPlaySample = arDecodeAndPlaySample;
m_AudioCallbacks.capabilities = getAudioRendererCapabilities(m_StreamConfig.audioConfiguration);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio channel count: %d",
CHANNEL_COUNT_FROM_AUDIO_CONFIGURATION(m_StreamConfig.audioConfiguration));
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio channel mask: %X",
CHANNEL_MASK_FROM_AUDIO_CONFIGURATION(m_StreamConfig.audioConfiguration));
// Start with all codecs and profiles in priority order
m_SupportedVideoFormats.append(VIDEO_FORMAT_AV1_HIGH10_444);
m_SupportedVideoFormats.append(VIDEO_FORMAT_AV1_MAIN10);
m_SupportedVideoFormats.append(VIDEO_FORMAT_H265_REXT10_444);
m_SupportedVideoFormats.append(VIDEO_FORMAT_H265_MAIN10);
m_SupportedVideoFormats.append(VIDEO_FORMAT_AV1_HIGH8_444);
m_SupportedVideoFormats.append(VIDEO_FORMAT_AV1_MAIN8);
m_SupportedVideoFormats.append(VIDEO_FORMAT_H265_REXT8_444);
m_SupportedVideoFormats.append(VIDEO_FORMAT_H265);
m_SupportedVideoFormats.append(VIDEO_FORMAT_H264_HIGH8_444);
m_SupportedVideoFormats.append(VIDEO_FORMAT_H264);
switch (m_Preferences->videoCodecConfig)
{
case StreamingPreferences::VCC_AUTO:
{
// Codecs are checked in order of ascending decode complexity to ensure
// the the deprioritized list prefers lighter codecs for software decoding
// H.264 is already the lowest priority codec, so we don't need to do
// any probing for deprioritization for it here.
auto hevcDA = getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
m_Preferences->enableYUV444 ?
(m_Preferences->enableHdr ? VIDEO_FORMAT_H265_REXT10_444 : VIDEO_FORMAT_H265_REXT8_444) :
(m_Preferences->enableHdr ? VIDEO_FORMAT_H265_MAIN10 : VIDEO_FORMAT_H265),
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
if (hevcDA == DecoderAvailability::None && m_Preferences->enableHdr) {
// Remove all 10-bit HEVC profiles
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_H265 & VIDEO_FORMAT_MASK_10BIT);
// Check if we have 10-bit AV1 support
auto av1DA = getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
m_Preferences->enableYUV444 ? VIDEO_FORMAT_AV1_HIGH10_444 : VIDEO_FORMAT_AV1_MAIN10,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
if (av1DA == DecoderAvailability::None) {
// Remove all 10-bit AV1 profiles
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_AV1 & VIDEO_FORMAT_MASK_10BIT);
// There are no available 10-bit profiles, so reprobe for 8-bit HEVC
// and we'll proceed as normal for an SDR streaming scenario.
SDL_assert(!(m_SupportedVideoFormats & VIDEO_FORMAT_MASK_10BIT));
hevcDA = getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
m_Preferences->enableYUV444 ? VIDEO_FORMAT_H265_REXT8_444 : VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
}
}
if (hevcDA != DecoderAvailability::Hardware) {
// Deprioritize HEVC unless the user forced software decoding and enabled HDR.
// We need HEVC in that case because we cannot support 10-bit content with H.264,
// which would ordinarily be prioritized for software decoding performance.
if (m_Preferences->videoDecoderSelection != StreamingPreferences::VDS_FORCE_SOFTWARE || !m_Preferences->enableHdr) {
m_SupportedVideoFormats.deprioritizeByMask(VIDEO_FORMAT_MASK_H265);
}
}
#if 0
// TODO: Determine if AV1 is better depending on the decoder
if (getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
m_Preferences->enableYUV444 ?
(m_Preferences->enableHdr ? VIDEO_FORMAT_AV1_HIGH10_444 : VIDEO_FORMAT_AV1_HIGH8_444) :
(m_Preferences->enableHdr ? VIDEO_FORMAT_AV1_MAIN10 : VIDEO_FORMAT_AV1_MAIN8),
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps) != DecoderAvailability::Hardware) {
// Deprioritize AV1 unless we can't hardware decode HEVC and have HDR enabled.
// We want to keep AV1 at the top of the list for HDR with software decoding
// because dav1d is higher performance than FFmpeg's HEVC software decoder.
if (hevcDA == DecoderAvailability::Hardware || !m_Preferences->enableHdr) {
m_SupportedVideoFormats.deprioritizeByMask(VIDEO_FORMAT_MASK_AV1);
}
}
#else
// Deprioritize AV1 unless we can't hardware decode HEVC and have HDR enabled.
// We want to keep AV1 at the top of the list for HDR with software decoding
// because dav1d is higher performance than FFmpeg's HEVC software decoder.
if (hevcDA == DecoderAvailability::Hardware || !m_Preferences->enableHdr) {
m_SupportedVideoFormats.deprioritizeByMask(VIDEO_FORMAT_MASK_AV1);
}
#endif
#ifdef Q_OS_DARWIN
{
// Prior to GFE 3.11, GFE did not allow us to constrain
// the number of reference frames, so we have to fixup the SPS
// to allow decoding via VideoToolbox on macOS. Since we don't
// have fixup code for HEVC, just avoid it if GFE is too old.
QVector<int> gfeVersion = NvHTTP::parseQuad(m_Computer->gfeVersion);
if (gfeVersion.isEmpty() || // Very old versions don't have GfeVersion at all
gfeVersion[0] < 3 ||
(gfeVersion[0] == 3 && gfeVersion[1] < 11)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Disabling HEVC on macOS due to old GFE version");
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_H265);
}
}
#endif
break;
}
case StreamingPreferences::VCC_FORCE_H264:
m_SupportedVideoFormats.removeByMask(~VIDEO_FORMAT_MASK_H264);
break;
case StreamingPreferences::VCC_FORCE_HEVC:
case StreamingPreferences::VCC_FORCE_HEVC_HDR_DEPRECATED:
m_SupportedVideoFormats.removeByMask(~VIDEO_FORMAT_MASK_H265);
break;
case StreamingPreferences::VCC_FORCE_AV1:
// We'll try to fall back to HEVC first if AV1 fails. We'd rather not fall back
// straight to H.264 if the user asked for AV1 and the host doesn't support it.
m_SupportedVideoFormats.removeByMask(~(VIDEO_FORMAT_MASK_AV1 | VIDEO_FORMAT_MASK_H265));
break;
}
// NB: Since deprioritization puts codecs in reverse order (at the bottom of the list),
// we want to deprioritize for the most critical attributes last to ensure they are the
// lowest priority codecs during server negotiation. Here we do that with YUV 4:4:4 and
// HDR to ensure we never pick a codec profile that doesn't meet the user's requirement
// if we can avoid it.
// Mask off YUV 4:4:4 codecs if the option is not enabled
if (!m_Preferences->enableYUV444) {
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_YUV444);
}
else {
// Deprioritize YUV 4:2:0 codecs if the user wants YUV 4:4:4
//
// NB: Since this happens first before deprioritizing HDR, we will
// pick a YUV 4:4:4 profile instead of a 10-bit profile if they
// aren't both available together for any codec.
m_SupportedVideoFormats.deprioritizeByMask(~VIDEO_FORMAT_MASK_YUV444);
}
// Mask off 10-bit codecs if HDR is not enabled
if (!m_Preferences->enableHdr) {
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_10BIT);
}
else {
// Deprioritize 8-bit codecs if HDR is enabled
m_SupportedVideoFormats.deprioritizeByMask(~VIDEO_FORMAT_MASK_10BIT);
}
switch (m_Preferences->windowMode)
{
default:
case StreamingPreferences::WM_FULLSCREEN_DESKTOP:
// Only use full-screen desktop mode if we're running a desktop environment
if (WMUtils::isRunningDesktopEnvironment()) {
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN_DESKTOP;
break;
}
// Fall-through
case StreamingPreferences::WM_FULLSCREEN:
#ifdef Q_OS_DARWIN
if (qEnvironmentVariableIntValue("I_WANT_BUGGY_FULLSCREEN") == 0) {
// Don't use "real" fullscreen on macOS by default. See comments above.
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN_DESKTOP;
}
else {
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN;
}
#else
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN;
#endif
break;
}
#if !SDL_VERSION_ATLEAST(2, 0, 11)
// HACK: Using a full-screen window breaks mouse capture on the Pi's LXDE
// GUI environment. Force the session to use windowed mode (which won't
// really matter anyway because the MMAL renderer always draws full-screen).
if (qgetenv("DESKTOP_SESSION") == "LXDE-pi") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Forcing windowed mode on LXDE-Pi");
m_FullScreenFlag = 0;
}
#endif
// Check for validation errors/warnings and emit
// signals for them, if appropriate
bool ret = validateLaunch(testWindow);
if (ret) {
// Video format is now locked in
m_StreamConfig.supportedVideoFormats = m_SupportedVideoFormats.front();
// Populate decoder-dependent properties.
// Must be done after validateLaunch() since m_StreamConfig is finalized.
ret = populateDecoderProperties(testWindow);
}
SDL_DestroyWindow(testWindow);
if (!ret) {
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
// Display launch warnings in Qt only after destroying SDL's window.
// This avoids conflicts between the windows on display subsystems
// such as KMSDRM that only support a single window.
for (const auto &text : m_LaunchWarnings) {
// Emit the warning to the UI
emit displayLaunchWarning(text);
// Wait a little bit so the user can actually read what we just said.
// This wait is a little longer than the actual toast timeout (3 seconds)
// to allow it to transition off the screen before continuing.
uint32_t start = SDL_GetTicks();
while (!SDL_TICKS_PASSED(SDL_GetTicks(), start + 3500)) {
SDL_Delay(5);
if (!m_ThreadedExec) {
// Pump the UI loop while we wait if we're on the main thread
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
}
}
return true;
}
void Session::emitLaunchWarning(QString text)
{
// Queue this launch warning to be displayed after validation
m_LaunchWarnings.append(text);
}
bool Session::validateLaunch(SDL_Window* testWindow)
{
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."));
}
if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_FORCE_SOFTWARE) {
emitLaunchWarning(tr("Your settings selection to force software decoding may cause poor streaming performance."));
}
if (m_SupportedVideoFormats & VIDEO_FORMAT_MASK_AV1) {
if (m_SupportedVideoFormats.maskByServerCodecModes(m_Computer->serverCodecModeSupport & SCM_MASK_AV1) == 0) {
if (m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_AV1) {
emitLaunchWarning(tr("Your host software or GPU doesn't support encoding AV1."));
}
// 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_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_AV1);
}
else if (!m_Preferences->enableHdr && // HDR is checked below
m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO && // Force hardware decoding checked below
m_Preferences->videoCodecConfig != StreamingPreferences::VCC_AUTO && // Auto VCC is already checked in initialize()
getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_AV1_MAIN8,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps) != DecoderAvailability::Hardware) {
emitLaunchWarning(tr("Using software decoding due to your selection to force AV1 without GPU support. This may cause poor streaming performance."));
}
}
if (m_SupportedVideoFormats & VIDEO_FORMAT_MASK_H265) {
if (m_Computer->maxLumaPixelsHEVC == 0) {
if (m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC) {
emitLaunchWarning(tr("Your host PC doesn't support encoding HEVC."));
}
// 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_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_H265);
}
else if (!m_Preferences->enableHdr && // HDR is checked below
m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO && // Force hardware decoding checked below
m_Preferences->videoCodecConfig != StreamingPreferences::VCC_AUTO && // Auto VCC is already checked in initialize()
getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps) != DecoderAvailability::Hardware) {
emitLaunchWarning(tr("Using software decoding due to your selection to force HEVC without GPU support. This may cause poor streaming performance."));
}
}
if (!(m_SupportedVideoFormats & VIDEO_FORMAT_MASK_H265) &&
m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO &&
getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H264,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps) != DecoderAvailability::Hardware) {
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 &&
getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps) == DecoderAvailability::Hardware) {
emitLaunchWarning(tr("Your host PC and client PC don't support the same video codecs. This may cause poor streaming performance."));
}
else {
emitLaunchWarning(tr("Your client GPU doesn't support H.264 decoding. This may cause poor streaming performance."));
}
}
}
if (m_Preferences->enableHdr) {
if (m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_H264) {
emitLaunchWarning(tr("HDR is not supported using the H.264 codec."));
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_10BIT);
}
else if (!(m_SupportedVideoFormats & VIDEO_FORMAT_MASK_10BIT)) {
emitLaunchWarning(tr("This PC's GPU doesn't support 10-bit HEVC or AV1 decoding for HDR streaming."));
}
// Check that the server GPU supports HDR
else if (m_SupportedVideoFormats.maskByServerCodecModes(m_Computer->serverCodecModeSupport & SCM_MASK_10BIT) == 0) {
emitLaunchWarning(tr("Your host PC doesn't support HDR streaming."));
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_10BIT);
}
else if (m_Preferences->videoCodecConfig != StreamingPreferences::VCC_AUTO) { // Auto was already checked during init
bool displayedHdrSoftwareDecodeWarning = false;
// Check that the available HDR-capable codecs on the client and server are compatible
if (m_SupportedVideoFormats.maskByServerCodecModes(m_Computer->serverCodecModeSupport & SCM_AV1_MAIN10)) {
auto da = getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_AV1_MAIN10,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
if (da == DecoderAvailability::None) {
emitLaunchWarning(tr("This PC's GPU doesn't support AV1 Main10 decoding for HDR streaming."));
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_AV1_MAIN10);
}
else if (da == DecoderAvailability::Software &&
m_Preferences->videoDecoderSelection != StreamingPreferences::VDS_FORCE_SOFTWARE &&
!displayedHdrSoftwareDecodeWarning) {
emitLaunchWarning(tr("Using software decoding due to your selection to force HDR without GPU support. This may cause poor streaming performance."));
displayedHdrSoftwareDecodeWarning = true;
}
}
if (m_SupportedVideoFormats.maskByServerCodecModes(m_Computer->serverCodecModeSupport & SCM_HEVC_MAIN10)) {
auto da = getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265_MAIN10,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
if (da == DecoderAvailability::None) {
emitLaunchWarning(tr("This PC's GPU doesn't support HEVC Main10 decoding for HDR streaming."));
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_H265_MAIN10);
}
else if (da == DecoderAvailability::Software &&
m_Preferences->videoDecoderSelection != StreamingPreferences::VDS_FORCE_SOFTWARE &&
!displayedHdrSoftwareDecodeWarning) {
emitLaunchWarning(tr("Using software decoding due to your selection to force HDR without GPU support. This may cause poor streaming performance."));
displayedHdrSoftwareDecodeWarning = true;
}
}
}
// Check for compatibility between server and client codecs
if ((m_SupportedVideoFormats & VIDEO_FORMAT_MASK_10BIT) && // Ignore this check if we already failed one above
!(m_SupportedVideoFormats.maskByServerCodecModes(m_Computer->serverCodecModeSupport) & VIDEO_FORMAT_MASK_10BIT)) {
emitLaunchWarning(tr("Your host PC and client PC don't support the same HDR video codecs."));
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_10BIT);
}
}
if (m_Preferences->enableYUV444) {
if (!(m_Computer->serverCodecModeSupport & SCM_MASK_YUV444)) {
emitLaunchWarning(tr("Your host PC doesn't support YUV 4:4:4 streaming."));
m_SupportedVideoFormats.removeByMask(VIDEO_FORMAT_MASK_YUV444);
}
else {
m_SupportedVideoFormats.removeByMask(~m_SupportedVideoFormats.maskByServerCodecModes(m_Computer->serverCodecModeSupport));
if (!m_SupportedVideoFormats.isEmpty() &&
!(m_SupportedVideoFormats.front() & VIDEO_FORMAT_MASK_YUV444)) {
emitLaunchWarning(tr("Your host PC doesn't support YUV 4:4:4 streaming for selected video codec."));
}
else if (m_Preferences->videoDecoderSelection != StreamingPreferences::VDS_FORCE_SOFTWARE) {
while (!m_SupportedVideoFormats.isEmpty() &&
(m_SupportedVideoFormats.front() & VIDEO_FORMAT_MASK_YUV444) &&
getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
m_SupportedVideoFormats.front(),
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps) != DecoderAvailability::Hardware) {
if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_FORCE_HARDWARE) {
m_SupportedVideoFormats.removeFirst();
}
else {
emitLaunchWarning(tr("Using software decoding due to your selection to force YUV 4:4:4 without GPU support. This may cause poor streaming performance."));
break;
}
}
if (!m_SupportedVideoFormats.isEmpty() &&
!(m_SupportedVideoFormats.front() & VIDEO_FORMAT_MASK_YUV444)) {
emitLaunchWarning(tr("This PC's GPU doesn't support YUV 4:4:4 decoding for selected video codec."));
}
}
}
}
if (m_StreamConfig.width >= 3840) {
// Only allow 4K on GFE 3.x+
if (m_Computer->gfeVersion.isEmpty() || m_Computer->gfeVersion.startsWith("2.")) {
emitLaunchWarning(tr("GeForce Experience 3.0 or higher is required for 4K streaming."));
m_StreamConfig.width = 1920;
m_StreamConfig.height = 1080;
}
}
// Test if audio works at the specified audio configuration
bool audioTestPassed = testAudio(m_StreamConfig.audioConfiguration);
// Gracefully degrade to stereo if surround sound doesn't work
if (!audioTestPassed && CHANNEL_COUNT_FROM_AUDIO_CONFIGURATION(m_StreamConfig.audioConfiguration) > 2) {
audioTestPassed = testAudio(AUDIO_CONFIGURATION_STEREO);
if (audioTestPassed) {
m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_STEREO;
emitLaunchWarning(tr("Your selected surround sound setting is not supported by the current audio device."));
}
}
// If nothing worked, warn the user that audio will not work
if (!audioTestPassed) {
emitLaunchWarning(tr("Failed to open audio device. Audio will be unavailable during this session."));
}
// Check for unmapped gamepads
if (!SdlInputHandler::getUnmappedGamepads().isEmpty()) {
emitLaunchWarning(tr("An attached gamepad has no mapping and won't be usable. Visit the Moonlight help to resolve this."));
}
// If we removed all codecs with the checks above, use H.264 as the codec of last resort.
if (m_SupportedVideoFormats.empty()) {
m_SupportedVideoFormats.append(VIDEO_FORMAT_H264);
}
// NVENC will fail to initialize when any dimension exceeds 4096 using:
// - H.264 on all versions of NVENC
// - HEVC prior to Pascal
//
// However, if we aren't using Nvidia hosting software, don't assume anything about
// encoding capabilities by using HEVC Main 10 support. It will likely be wrong.
if ((m_StreamConfig.width > 4096 || m_StreamConfig.height > 4096) && m_Computer->isNvidiaServerSoftware) {
// Pascal added support for 8K HEVC encoding support. Maxwell 2 could encode HEVC but only up to 4K.
// We can't directly identify Pascal, but we can look for HEVC Main10 which was added in the same generation.
if (m_Computer->maxLumaPixelsHEVC == 0 || !(m_Computer->serverCodecModeSupport & SCM_HEVC_MAIN10)) {
emit displayLaunchError(tr("Your host PC's GPU doesn't support streaming video resolutions over 4K."));
return false;
}
else if ((m_SupportedVideoFormats & ~VIDEO_FORMAT_MASK_H264) == 0) {
emit displayLaunchError(tr("Video resolutions over 4K are not supported by the H.264 codec."));
return false;
}
}
if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_FORCE_HARDWARE &&
!(m_SupportedVideoFormats & VIDEO_FORMAT_MASK_10BIT) && // HDR was already checked for hardware decode support above
getDecoderAvailability(testWindow,
m_Preferences->videoDecoderSelection,
m_SupportedVideoFormats.front(),
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps) != DecoderAvailability::Hardware) {
if (m_Preferences->videoCodecConfig == StreamingPreferences::VCC_AUTO) {
emit displayLaunchError(tr("Your selection to force hardware decoding cannot be satisfied due to missing hardware decoding support on this PC's GPU."));
}
else {
emit displayLaunchError(tr("Your codec selection and force hardware decoding setting are not compatible. This PC's GPU lacks support for decoding your chosen codec."));
}
// Fail the launch, because we won't manage to get a decoder for the actual stream
return false;
}
return true;
}
class DeferredSessionCleanupTask : public QRunnable
{
public:
DeferredSessionCleanupTask(Session* session) :
m_Session(session) {}
private:
virtual ~DeferredSessionCleanupTask() override
{
// Allow another session to start now that we're cleaned up
Session::s_ActiveSession = nullptr;
Session::s_ActiveSessionSemaphore.release();
// Notify that the session is ready to be cleaned up
emit m_Session->readyForDeletion();
}
void run() override
{
// Only quit the running app if our session terminated gracefully
bool shouldQuit =
!m_Session->m_UnexpectedTermination &&
m_Session->m_Preferences->quitAppAfter;
// Notify the UI
if (shouldQuit) {
emit m_Session->quitStarting();
}
else {
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);
// Logging is already done inside NvHTTP
try {
http.quitApp();
} catch (const GfeHttpResponseException&) {
} catch (const QtNetworkReplyException&) {
}
// Session is finished now
emit m_Session->sessionFinished(m_Session->m_PortTestResults);
}
}
Session* m_Session;
};
void Session::getWindowDimensions(int& x, int& y,
int& width, int& height)
{
int displayIndex = 0;
if (m_Window != nullptr) {
displayIndex = SDL_GetWindowDisplayIndex(m_Window);
SDL_assert(displayIndex >= 0);
}
// Create our window on the same display that Qt's UI
// was being displayed on.
else {
Q_ASSERT(m_QtWindow != nullptr);
if (m_QtWindow != nullptr) {
QScreen* screen = m_QtWindow->screen();
if (screen != nullptr) {
QRect displayRect = screen->geometry();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Qt UI screen is at (%d,%d)",
displayRect.x(), displayRect.y());
for (int i = 0; i < SDL_GetNumVideoDisplays(); i++) {
SDL_Rect displayBounds;
if (SDL_GetDisplayBounds(i, &displayBounds) == 0) {
if (displayBounds.x == displayRect.x() &&
displayBounds.y == displayRect.y()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"SDL found matching display %d",
i);
displayIndex = i;
break;
}
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetDisplayBounds(%d) failed: %s",
i, SDL_GetError());
}
}
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Qt window is not associated with a QScreen!");
}
}
}
SDL_Rect usableBounds;
if (SDL_GetDisplayUsableBounds(displayIndex, &usableBounds) == 0) {
// Don't use more than 80% of the display to leave room for system UI
// and ensure the target size is not odd (otherwise one of the sides
// of the image will have a one-pixel black bar next to it).
SDL_Rect src, dst;
src.x = src.y = dst.x = dst.y = 0;
src.w = m_StreamConfig.width;
src.h = m_StreamConfig.height;
dst.w = ((int)SDL_ceilf(usableBounds.w * 0.80f) & ~0x1);
dst.h = ((int)SDL_ceilf(usableBounds.h * 0.80f) & ~0x1);
// Scale the window size while preserving aspect ratio
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
// If the stream window can fit within the usable drawing area with 1:1
// scaling, do that rather than filling the screen.
if (m_StreamConfig.width < dst.w && m_StreamConfig.height < dst.h) {
width = m_StreamConfig.width;
height = m_StreamConfig.height;
}
else {
width = dst.w;
height = dst.h;
}
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetDisplayUsableBounds() failed: %s",
SDL_GetError());
width = m_StreamConfig.width;
height = m_StreamConfig.height;
}
x = y = SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex);
}
void Session::updateOptimalWindowDisplayMode()
{
SDL_DisplayMode desktopMode, bestMode, mode;
int displayIndex = SDL_GetWindowDisplayIndex(m_Window);
// Try the current display mode first. On macOS, this will be the normal
// scaled desktop resolution setting.
if (SDL_GetDesktopDisplayMode(displayIndex, &desktopMode) == 0) {
// If this doesn't fit the selected resolution, use the native
// resolution of the panel (unscaled).
if (desktopMode.w < m_ActiveVideoWidth || desktopMode.h < m_ActiveVideoHeight) {
SDL_Rect safeArea;
if (!StreamUtils::getNativeDesktopMode(displayIndex, &desktopMode, &safeArea)) {
return;
}
}
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetDesktopDisplayMode() failed: %s",
SDL_GetError());
return;
}
// Start with the native desktop resolution and try to find
// the highest refresh rate that our stream FPS evenly divides.
bestMode = desktopMode;
bestMode.refresh_rate = 0;
for (int i = 0; i < SDL_GetNumDisplayModes(displayIndex); i++) {
if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0) {
if (mode.w == desktopMode.w && mode.h == desktopMode.h &&
mode.refresh_rate % m_StreamConfig.fps == 0) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Found display mode with desktop resolution: %dx%dx%d",
mode.w, mode.h, mode.refresh_rate);
if (mode.refresh_rate > bestMode.refresh_rate) {
bestMode = mode;
}
}
}
}
// If we didn't find a mode that matched the current resolution and
// had a high enough refresh rate, start looking for lower resolution
// modes that can meet the required refresh rate and minimum video
// resolution. We will also try to pick a display mode that matches
// aspect ratio closest to the video stream.
if (bestMode.refresh_rate == 0) {
float bestModeAspectRatio = 0;
float videoAspectRatio = (float)m_ActiveVideoWidth / (float)m_ActiveVideoHeight;
for (int i = 0; i < SDL_GetNumDisplayModes(displayIndex); i++) {
if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0) {
float modeAspectRatio = (float)mode.w / (float)mode.h;
if (mode.w >= m_ActiveVideoWidth && mode.h >= m_ActiveVideoHeight &&
mode.refresh_rate % m_StreamConfig.fps == 0) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Found display mode with video resolution: %dx%dx%d",
mode.w, mode.h, mode.refresh_rate);
if (mode.refresh_rate >= bestMode.refresh_rate &&
(bestModeAspectRatio == 0 || fabs(videoAspectRatio - modeAspectRatio) <= fabs(videoAspectRatio - bestModeAspectRatio))) {
bestMode = mode;
bestModeAspectRatio = modeAspectRatio;
}
}
}
}
}
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
// divide our FPS setting). We'll stick to the default in
// this case.
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No matching display mode found; using desktop mode");
bestMode = desktopMode;
}
if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
// Only print when the window is actually in full-screen exclusive mode,
// otherwise we're not actually using the mode we've set here
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Chosen best display mode: %dx%dx%d",
bestMode.w, bestMode.h, bestMode.refresh_rate);
}
SDL_SetWindowDisplayMode(m_Window, &bestMode);
}
void Session::toggleFullscreen()
{
bool fullScreen = !(SDL_GetWindowFlags(m_Window) & m_FullScreenFlag);
#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN)
// Destroy the video decoder before toggling full-screen because D3D9 can try
// to put the window back into full-screen before we've managed to destroy
// the renderer. This leads to excessive flickering and can cause the window
// decorations to get messed up as SDL and D3D9 fight over the window style.
//
// On Apple Silicon Macs, the AVSampleBufferDisplayLayer may cause WindowServer
// to deadlock when transitioning out of fullscreen. Destroy the decoder before
// exiting fullscreen as a workaround. See issue #973.
SDL_AtomicLock(&m_DecoderLock);
delete m_VideoDecoder;
m_VideoDecoder = nullptr;
SDL_AtomicUnlock(&m_DecoderLock);
#endif
// Actually enter/leave fullscreen
SDL_SetWindowFullscreen(m_Window, fullScreen ? m_FullScreenFlag : 0);
#ifdef Q_OS_DARWIN
// SDL on macOS has a bug that causes the window size to be reset to crazy
// large dimensions when exiting out of true fullscreen mode. We can work
// around the issue by manually resetting the position and size here.
if (!fullScreen && m_FullScreenFlag == SDL_WINDOW_FULLSCREEN) {
int x, y, width, height;
getWindowDimensions(x, y, width, height);
SDL_SetWindowSize(m_Window, width, height);
SDL_SetWindowPosition(m_Window, x, y);
}
#endif
// Input handler might need to start/stop keyboard grab after changing modes
m_InputHandler->updateKeyboardGrabState();
// Input handler might need stop/stop mouse grab after changing modes
m_InputHandler->updatePointerRegionLock();
}
void Session::notifyMouseEmulationMode(bool enabled)
{
m_MouseEmulationRefCount += enabled ? 1 : -1;
SDL_assert(m_MouseEmulationRefCount >= 0);
// We re-use the status update overlay for mouse mode notification
if (m_MouseEmulationRefCount > 0) {
m_OverlayManager.updateOverlayText(Overlay::OverlayStatusUpdate, "Gamepad mouse mode active\nLong press Start to deactivate");
m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, true);
}
else {
m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, false);
}
}
class AsyncConnectionStartThread : public QThread
{
public:
AsyncConnectionStartThread(Session* session) :
QThread(nullptr),
m_Session(session)
{
setObjectName("Async Conn Start");
}
void run() override
{
m_Session->m_AsyncConnectionSuccess = m_Session->startConnectionAsync();
}
Session* m_Session;
};
// Called in a non-main thread
bool Session::startConnectionAsync()
{
// Wait 1.5 seconds before connecting to let the user
// have time to read any messages present on the segue
SDL_Delay(1500);
// The UI should have ensured the old game was already quit
// if we decide to stream a different game.
Q_ASSERT(m_Computer->currentGameId == 0 ||
m_Computer->currentGameId == m_App.id);
bool enableGameOptimizations;
if (m_Computer->isNvidiaServerSoftware) {
// GFE will set all settings to 720p60 if it doesn't recognize
// the chosen resolution. Avoid that by disabling SOPS when it
// is not streaming a supported resolution.
enableGameOptimizations = false;
for (const NvDisplayMode &mode : m_Computer->displayModes) {
if (mode.width == m_StreamConfig.width &&
mode.height == m_StreamConfig.height) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Found host supported resolution: %dx%d",
mode.width, mode.height);
enableGameOptimizations = m_Preferences->gameOptimizations;
break;
}
}
}
else {
// Always send SOPS to Sunshine because we may repurpose the
// option to control whether the display mode is adjusted
enableGameOptimizations = m_Preferences->gameOptimizations;
}
QString rtspSessionUrl;
try {
NvHTTP http(m_Computer);
http.startApp(m_Computer->currentGameId != 0 ? "resume" : "launch",
m_Computer->isNvidiaServerSoftware,
m_App.id, &m_StreamConfig,
enableGameOptimizations,
m_Preferences->playAudioOnHost,
m_InputHandler->getAttachedGamepadMask(),
!m_Preferences->multiController,
rtspSessionUrl);
} catch (const GfeHttpResponseException& e) {
emit displayLaunchError(tr("Host returned error: %1").arg(e.toQString()));
return false;
} catch (const QtNetworkReplyException& e) {
emit displayLaunchError(e.toQString());
return false;
}
QByteArray hostnameStr = m_Computer->activeAddress.address().toLatin1();
QByteArray siAppVersion = m_Computer->appVersion.toLatin1();
SERVER_INFORMATION hostInfo;
hostInfo.address = hostnameStr.data();
hostInfo.serverInfoAppVersion = siAppVersion.data();
hostInfo.serverCodecModeSupport = m_Computer->serverCodecModeSupport;
// Older GFE versions didn't have this field
QByteArray siGfeVersion;
if (!m_Computer->gfeVersion.isEmpty()) {
siGfeVersion = m_Computer->gfeVersion.toLatin1();
}
if (!siGfeVersion.isEmpty()) {
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.
m_StreamConfig.streamingRemotely = STREAM_CFG_LOCAL;
m_StreamConfig.packetSize = m_Preferences->packetSize;
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using custom packet size: %d bytes",
m_Preferences->packetSize);
}
else {
// Use 1392 byte video packets by default
m_StreamConfig.packetSize = 1392;
// getActiveAddressReachability() does network I/O, so we only attempt to check
// reachability if we've already contacted the PC successfully.
switch (m_Computer->getActiveAddressReachability()) {
case NvComputer::RI_LAN:
// This address is on-link, so treat it as a local address
// even if it's not in RFC 1918 space or it's an IPv6 address.
m_StreamConfig.streamingRemotely = STREAM_CFG_LOCAL;
break;
case NvComputer::RI_VPN:
// It looks like our route to this PC is over a VPN, so cap at 1024 bytes.
// Treat it as remote even if the target address is in RFC 1918 address space.
m_StreamConfig.streamingRemotely = STREAM_CFG_REMOTE;
m_StreamConfig.packetSize = 1024;
break;
default:
// If we don't have reachability info, let moonlight-common-c decide.
m_StreamConfig.streamingRemotely = STREAM_CFG_AUTO;
break;
}
}
// If the user has chosen YUV444 without adjusting the bitrate but the host doesn't
// support YUV444 streaming, use the default non-444 bitrate for the stream instead.
// This should provide equivalent image quality for YUV420 as the stream would have
// had if the host supported YUV444 (though obviously with 4:2:0 subsampling).
// If the user has adjusted the bitrate from default, we'll assume they really wanted
// that value and not second guess them.
if (m_Preferences->enableYUV444 &&
!(m_StreamConfig.supportedVideoFormats & VIDEO_FORMAT_MASK_YUV444) &&
m_StreamConfig.bitrate == StreamingPreferences::getDefaultBitrate(m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps,
true)) {
m_StreamConfig.bitrate = StreamingPreferences::getDefaultBitrate(m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps,
false);
}
int err = LiStartConnection(&hostInfo, &m_StreamConfig, &k_ConnCallbacks,
&m_VideoCallbacks, &m_AudioCallbacks,
NULL, 0, NULL, 0);
if (err != 0) {
// We already displayed an error dialog in the stage failure
// listener.
return false;
}
emit connectionStarted();
return true;
}
void Session::flushWindowEvents()
{
// Pump events to ensure all pending OS events are posted
SDL_PumpEvents();
// Insert a barrier to discard any additional window events.
// We don't use SDL_FlushEvent() here because it could cause
// important events to be lost.
m_FlushingWindowEventsRef++;
// This event will cause us to set m_FlushingWindowEvents back to false.
SDL_Event flushEvent = {};
flushEvent.type = SDL_USEREVENT;
flushEvent.user.code = SDL_CODE_FLUSH_WINDOW_EVENT_BARRIER;
SDL_PushEvent(&flushEvent);
}
class ExecThread : public QThread
{
public:
ExecThread(Session* session) :
QThread(nullptr),
m_Session(session)
{
setObjectName("Session Exec");
}
void run() override
{
m_Session->execInternal();
}
Session* m_Session;
};
void Session::exec(QWindow* qtWindow)
{
m_QtWindow = qtWindow;
// Use a separate thread for the streaming session on X11 or Wayland
// to ensure we don't stomp on Qt's GL context. This breaks when using
// the Qt EGLFS backend, so we will restrict this to X11
m_ThreadedExec = WMUtils::isRunningX11() || WMUtils::isRunningWayland();
if (m_ThreadedExec) {
// Run the streaming session on a separate thread for Linux/BSD
ExecThread execThread(this);
execThread.start();
// Until the SDL streaming window is created, we should continue
// to update the Qt UI to allow warning messages to display and
// make sure that the Qt window can hide itself.
while (!execThread.wait(10) && m_Window == nullptr) {
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
// SDL is in charge now. Wait until the streaming thread exits
// to further update the Qt window.
execThread.wait();
}
else {
// Run the streaming session on the main thread for Windows and macOS
execInternal();
}
}
void Session::execInternal()
{
// Complete initialization in this deferred context to avoid
// calling expensive functions in the constructor (during the
// process of loading the StreamSegue).
//
// NB: This initializes the SDL video subsystem, so it must be
// called on the main thread.
if (!initialize()) {
emit sessionFinished(0);
emit readyForDeletion();
return;
}
// Wait for any old session to finish cleanup
s_ActiveSessionSemaphore.acquire();
// We're now active
s_ActiveSession = this;
// Initialize the gamepad code with our preferences
// NB: m_InputHandler must be initialize before starting the connection.
m_InputHandler = new SdlInputHandler(*m_Preferences, m_StreamConfig.width, m_StreamConfig.height);
AsyncConnectionStartThread asyncConnThread(this);
if (!m_ThreadedExec) {
// Kick off the async connection thread while we sit here and pump the event loop
asyncConnThread.start();
while (!asyncConnThread.wait(10)) {
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
// Pump the event loop one last time to ensure we pick up any events from
// the thread that happened while it was in the final successful QThread::wait().
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
else {
// We're already in a separate thread so run the connection operations
// synchronously and don't pump the event loop. The main thread is already
// pumping the event loop for us.
asyncConnThread.run();
}
// If the connection failed, clean up and abort the connection.
if (!m_AsyncConnectionSuccess) {
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
int x, y, width, height;
getWindowDimensions(x, y, width, height);
#ifdef STEAM_LINK
// We need a little delay before creating the window or we will trigger some kind
// of graphics driver bug on Steam Link that causes a jagged overlay to appear in
// the top right corner randomly.
SDL_Delay(500);
#endif
// Request at least 8 bits per color for GL
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
// We always want a resizable window with High DPI enabled
Uint32 defaultWindowFlags = SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
// If we're starting in windowed mode and the Moonlight GUI is maximized or
// minimized, match that with the streaming window.
if (!m_IsFullScreen && m_QtWindow != nullptr) {
#if QT_VERSION >= QT_VERSION_CHECK(5, 10, 0)
// Qt 5.10+ can propagate multiple states together
if (m_QtWindow->windowStates() & Qt::WindowMaximized) {
defaultWindowFlags |= SDL_WINDOW_MAXIMIZED;
}
if (m_QtWindow->windowStates() & Qt::WindowMinimized) {
defaultWindowFlags |= SDL_WINDOW_MINIMIZED;
}
#else
// Qt 5.9 only supports a single state at a time
if (m_QtWindow->windowState() == Qt::WindowMaximized) {
defaultWindowFlags |= SDL_WINDOW_MAXIMIZED;
}
else if (m_QtWindow->windowState() == Qt::WindowMinimized) {
defaultWindowFlags |= SDL_WINDOW_MINIMIZED;
}
#endif
}
// We use only the computer name on macOS to match Apple conventions where the
// app name is featured in the menu bar and the document name is in the title bar.
#ifdef Q_OS_DARWIN
std::string windowName = QString(m_Computer->name).toStdString();
#else
std::string windowName = QString(m_Computer->name + " - Moonlight").toStdString();
#endif
m_Window = SDL_CreateWindow(windowName.c_str(),
x,
y,
width,
height,
defaultWindowFlags | StreamUtils::getPlatformWindowFlags());
if (!m_Window) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateWindow() failed with platform flags: %s",
SDL_GetError());
m_Window = SDL_CreateWindow(windowName.c_str(),
x,
y,
width,
height,
defaultWindowFlags);
if (!m_Window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateWindow() failed: %s",
SDL_GetError());
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
}
// HACK: Remove once proper Dark Mode support lands in SDL
#ifdef Q_OS_WIN32
if (m_QtWindow != nullptr) {
BOOL darkModeEnabled;
// Query whether dark mode is enabled for our Qt window (which tracks the OS dark mode state)
if (FAILED(DwmGetWindowAttribute((HWND)m_QtWindow->winId(), DWMWA_USE_IMMERSIVE_DARK_MODE, &darkModeEnabled, sizeof(darkModeEnabled))) &&
FAILED(DwmGetWindowAttribute((HWND)m_QtWindow->winId(), DWMWA_USE_IMMERSIVE_DARK_MODE_OLD, &darkModeEnabled, sizeof(darkModeEnabled)))) {
darkModeEnabled = FALSE;
}
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(m_Window, &info) && info.subsystem == SDL_SYSWM_WINDOWS) {
// If dark mode is enabled, propagate that to our SDL window
if (darkModeEnabled) {
if (FAILED(DwmSetWindowAttribute(info.info.win.window, DWMWA_USE_IMMERSIVE_DARK_MODE, &darkModeEnabled, sizeof(darkModeEnabled)))) {
DwmSetWindowAttribute(info.info.win.window, DWMWA_USE_IMMERSIVE_DARK_MODE_OLD, &darkModeEnabled, sizeof(darkModeEnabled));
}
// Toggle non-client rendering off and back on to ensure dark mode takes effect on Windows 10.
// DWM doesn't seem to correctly invalidate the non-client area after enabling dark mode.
DWMNCRENDERINGPOLICY ncPolicy = DWMNCRP_DISABLED;
DwmSetWindowAttribute(info.info.win.window, DWMWA_NCRENDERING_POLICY, &ncPolicy, sizeof(ncPolicy));
ncPolicy = DWMNCRP_ENABLED;
DwmSetWindowAttribute(info.info.win.window, DWMWA_NCRENDERING_POLICY, &ncPolicy, sizeof(ncPolicy));
}
}
}
#endif
m_InputHandler->setWindow(m_Window);
QSvgRenderer svgIconRenderer(QString(":/res/moonlight.svg"));
QImage svgImage(ICON_SIZE, ICON_SIZE, QImage::Format_RGBA8888);
svgImage.fill(0);
QPainter svgPainter(&svgImage);
svgIconRenderer.render(&svgPainter);
SDL_Surface* iconSurface = SDL_CreateRGBSurfaceWithFormatFrom((void*)svgImage.constBits(),
svgImage.width(),
svgImage.height(),
32,
4 * svgImage.width(),
SDL_PIXELFORMAT_RGBA32);
#ifndef Q_OS_DARWIN
// Other platforms seem to preserve our Qt icon when creating a new window.
if (iconSurface != nullptr) {
// This must be called before entering full-screen mode on Windows
// or our icon will not persist when toggling to windowed mode
SDL_SetWindowIcon(m_Window, iconSurface);
}
#endif
// Update the window display mode based on our current monitor
// for if/when we enter full-screen mode.
updateOptimalWindowDisplayMode();
// Enter full screen if requested
if (m_IsFullScreen) {
SDL_SetWindowFullscreen(m_Window, m_FullScreenFlag);
}
bool needsFirstEnterCapture = false;
bool needsPostDecoderCreationCapture = 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,
// especially where SDL may call SDL_RecreateWindow(), we must only capture
// after the decoder is created.
if (strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) {
// Native Wayland: Capture on SDL_WINDOWEVENT_ENTER
needsFirstEnterCapture = true;
}
else {
// X11/XWayland: Capture after decoder creation
needsPostDecoderCreationCapture = true;
}
// Stop text input. SDL enables it by default
// when we initialize the video subsystem, but this
// causes an IME popup when certain keys are held down
// on macOS.
SDL_StopTextInput();
// Disable the screen saver if requested
if (m_Preferences->keepAwake) {
SDL_DisableScreenSaver();
}
// Hide Qt's fake mouse cursor on EGLFS systems
if (QGuiApplication::platformName() == "eglfs") {
QGuiApplication::setOverrideCursor(QCursor(Qt::BlankCursor));
}
// Set timer resolution to 1 ms on Windows for greater
// sleep precision and more accurate callback timing.
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "1");
int currentDisplayIndex = SDL_GetWindowDisplayIndex(m_Window);
// Now that we're about to stream, any SDL_QUIT event is expected
// unless it comes from the connection termination callback where
// (m_UnexpectedTermination is set back to true).
m_UnexpectedTermination = false;
// Start rich presence to indicate we're in game
RichPresenceManager presence(*m_Preferences, m_App.name);
// Toggle the stats overlay if requested by the user
m_OverlayManager.setOverlayState(Overlay::OverlayDebug, m_Preferences->showPerformanceOverlay);
// 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;
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
// refresh rate displays.
if (!SDL_PollEvent(&event)) {
#ifndef STEAM_LINK
SDL_Delay(1);
#else
// Waking every 1 ms to process input is too much for the low performance
// ARM core in the Steam Link, so we will wait 10 ms instead.
SDL_Delay(10);
#endif
presence.runCallbacks();
continue;
}
#endif
switch (event.type) {
case SDL_QUIT:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Quit event received");
goto DispatchDeferredCleanup;
case SDL_USEREVENT:
switch (event.user.code) {
case SDL_CODE_FRAME_READY:
if (m_VideoDecoder != nullptr) {
m_VideoDecoder->renderFrameOnMainThread();
}
break;
case SDL_CODE_FLUSH_WINDOW_EVENT_BARRIER:
m_FlushingWindowEventsRef--;
break;
case SDL_CODE_GAMECONTROLLER_RUMBLE:
m_InputHandler->rumble((uint16_t)(uintptr_t)event.user.data1,
(uint16_t)((uintptr_t)event.user.data2 >> 16),
(uint16_t)((uintptr_t)event.user.data2 & 0xFFFF));
break;
case SDL_CODE_GAMECONTROLLER_RUMBLE_TRIGGERS:
m_InputHandler->rumbleTriggers((uint16_t)(uintptr_t)event.user.data1,
(uint16_t)((uintptr_t)event.user.data2 >> 16),
(uint16_t)((uintptr_t)event.user.data2 & 0xFFFF));
break;
case SDL_CODE_GAMECONTROLLER_SET_MOTION_EVENT_STATE:
m_InputHandler->setMotionEventState((uint16_t)(uintptr_t)event.user.data1,
(uint8_t)((uintptr_t)event.user.data2 >> 16),
(uint16_t)((uintptr_t)event.user.data2 & 0xFFFF));
break;
case SDL_CODE_GAMECONTROLLER_SET_CONTROLLER_LED:
m_InputHandler->setControllerLED((uint16_t)(uintptr_t)event.user.data1,
(uint8_t)((uintptr_t)event.user.data2 >> 16),
(uint8_t)((uintptr_t)event.user.data2 >> 8),
(uint8_t)((uintptr_t)event.user.data2));
break;
default:
SDL_assert(false);
}
break;
case SDL_WINDOWEVENT:
// Early handling of some events
switch (event.window.event) {
case SDL_WINDOWEVENT_FOCUS_LOST:
if (m_Preferences->muteOnFocusLoss) {
m_AudioMuted = true;
}
m_InputHandler->notifyFocusLost();
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
if (m_Preferences->muteOnFocusLoss) {
m_AudioMuted = false;
}
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);
needsFirstEnterCapture = false;
}
// We want to recreate the decoder for resizes (full-screen toggles) and the initial shown event.
// We use SDL_WINDOWEVENT_SIZE_CHANGED rather than SDL_WINDOWEVENT_RESIZED because the latter doesn't
// seem to fire when switching from windowed to full-screen on X11.
if (event.window.event != SDL_WINDOWEVENT_SIZE_CHANGED &&
(event.window.event != SDL_WINDOWEVENT_SHOWN || m_VideoDecoder != nullptr)) {
// Check that the window display hasn't changed. If it has, we want
// to recreate the decoder to allow it to adapt to the new display.
// This will allow Pacer to pull the new display refresh rate.
#if SDL_VERSION_ATLEAST(2, 0, 18)
// On SDL 2.0.18+, there's an event for this specific situation
if (event.window.event != SDL_WINDOWEVENT_DISPLAY_CHANGED) {
break;
}
#else
// Prior to SDL 2.0.18, we must check the display index for each window event
if (SDL_GetWindowDisplayIndex(m_Window) == currentDisplayIndex) {
break;
}
#endif
}
#ifdef Q_OS_WIN32
// We can get a resize event after being minimized. Recreating the renderer at that time can cause
// us to start drawing on the screen even while our window is minimized. Minimizing on Windows also
// moves the window to -32000, -32000 which can cause a false window display index change. Avoid
// that whole mess by never recreating the decoder if we're minimized.
else if (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_MINIMIZED) {
break;
}
#endif
if (m_FlushingWindowEventsRef > 0) {
// Ignore window events for renderer reset if flushing
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Dropping window event during flush: %d (%d %d)",
event.window.event,
event.window.data1,
event.window.data2);
break;
}
// Allow the renderer to handle the state change without being recreated
if (m_VideoDecoder) {
bool forceRecreation = false;
WINDOW_STATE_CHANGE_INFO windowChangeInfo = {};
windowChangeInfo.window = m_Window;
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
windowChangeInfo.stateChangeFlags |= WINDOW_STATE_CHANGE_SIZE;
windowChangeInfo.width = event.window.data1;
windowChangeInfo.height = event.window.data2;
}
int newDisplayIndex = SDL_GetWindowDisplayIndex(m_Window);
if (newDisplayIndex != currentDisplayIndex) {
windowChangeInfo.stateChangeFlags |= WINDOW_STATE_CHANGE_DISPLAY;
windowChangeInfo.displayIndex = newDisplayIndex;
// If the refresh rates have changed, we will need to go through the full
// decoder recreation path to ensure Pacer is switched to the new display
// and that we apply any V-Sync disablement rules that may be needed for
// this display.
SDL_DisplayMode oldMode, newMode;
if (SDL_GetCurrentDisplayMode(currentDisplayIndex, &oldMode) < 0 ||
SDL_GetCurrentDisplayMode(newDisplayIndex, &newMode) < 0 ||
oldMode.refresh_rate != newMode.refresh_rate) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Forcing renderer recreation due to refresh rate change between displays");
forceRecreation = true;
}
}
if (!forceRecreation && m_VideoDecoder->notifyWindowChanged(&windowChangeInfo)) {
// Update the window display mode based on our current monitor
// NB: Avoid a useless modeset by only doing this if it changed.
if (newDisplayIndex != currentDisplayIndex) {
currentDisplayIndex = newDisplayIndex;
updateOptimalWindowDisplayMode();
}
break;
}
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Recreating renderer for window event: %d (%d %d)",
event.window.event,
event.window.data1,
event.window.data2);
// Fall through
case SDL_RENDER_DEVICE_RESET:
case SDL_RENDER_TARGETS_RESET:
if (event.type != SDL_WINDOWEVENT) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Recreating renderer by internal request: %d",
event.type);
}
SDL_AtomicLock(&m_DecoderLock);
// Destroy the old decoder
delete m_VideoDecoder;
// Insert a barrier to discard any additional window events
// that could cause the renderer to be and recreated again.
// We don't use SDL_FlushEvent() here because it could cause
// important events to be lost.
flushWindowEvents();
// Update the window display mode based on our current monitor
// NB: Avoid a useless modeset by only doing this if it changed.
if (currentDisplayIndex != SDL_GetWindowDisplayIndex(m_Window)) {
currentDisplayIndex = SDL_GetWindowDisplayIndex(m_Window);
updateOptimalWindowDisplayMode();
}
// Now that the old decoder is dead, flush any events it may
// have queued to reset itself (if this reset was the result
// of state loss).
SDL_PumpEvents();
SDL_FlushEvent(SDL_RENDER_DEVICE_RESET);
SDL_FlushEvent(SDL_RENDER_TARGETS_RESET);
{
// If the stream exceeds the display refresh rate (plus some slack),
// forcefully disable V-sync to allow the stream to render faster
// than the display.
int displayHz = StreamUtils::getDisplayRefreshRate(m_Window);
bool enableVsync = m_Preferences->enableVsync;
if (displayHz + 5 < m_StreamConfig.fps) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Disabling V-sync because refresh rate limit exceeded");
enableVsync = false;
}
// Choose a new decoder (hopefully the same one, but possibly
// not if a GPU was removed or something).
if (!chooseDecoder(m_Preferences->videoDecoderSelection,
m_Window, m_ActiveVideoFormat, m_ActiveVideoWidth,
m_ActiveVideoHeight, m_ActiveVideoFrameRate,
enableVsync,
enableVsync && m_Preferences->framePacing,
false,
s_ActiveSession->m_VideoDecoder)) {
SDL_AtomicUnlock(&m_DecoderLock);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to recreate decoder after reset");
emit displayLaunchError(tr("Unable to initialize video decoder. Please check your streaming settings and try again."));
goto DispatchDeferredCleanup;
}
// As of SDL 2.0.12, SDL_RecreateWindow() doesn't carry over mouse capture
// or mouse hiding state to the new window. By capturing after the decoder
// is set up, this ensures the window re-creation is already done.
if (needsPostDecoderCreationCapture) {
m_InputHandler->setCaptureActive(true);
needsPostDecoderCreationCapture = false;
}
}
// Request an IDR frame to complete the reset
LiRequestIdrFrame();
// Set HDR mode. We may miss the callback if we're in the middle
// of recreating our decoder at the time the HDR transition happens.
m_VideoDecoder->setHdrMode(LiGetCurrentHostDisplayHdrMode());
// After a window resize, we need to reset the pointer lock region
m_InputHandler->updatePointerRegionLock();
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:
m_InputHandler->handleMouseMotionEvent(&event.motion);
break;
case SDL_MOUSEWHEEL:
m_InputHandler->handleMouseWheelEvent(&event.wheel);
break;
case SDL_CONTROLLERAXISMOTION:
m_InputHandler->handleControllerAxisEvent(&event.caxis);
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
presence.runCallbacks();
m_InputHandler->handleControllerButtonEvent(&event.cbutton);
break;
#if SDL_VERSION_ATLEAST(2, 0, 14)
case SDL_CONTROLLERSENSORUPDATE:
m_InputHandler->handleControllerSensorEvent(&event.csensor);
break;
case SDL_CONTROLLERTOUCHPADDOWN:
case SDL_CONTROLLERTOUCHPADUP:
case SDL_CONTROLLERTOUCHPADMOTION:
m_InputHandler->handleControllerTouchpadEvent(&event.ctouchpad);
break;
#endif
#if SDL_VERSION_ATLEAST(2, 24, 0)
case SDL_JOYBATTERYUPDATED:
m_InputHandler->handleJoystickBatteryEvent(&event.jbattery);
break;
#endif
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
m_InputHandler->handleControllerDeviceEvent(&event.cdevice);
break;
case SDL_JOYDEVICEADDED:
m_InputHandler->handleJoystickArrivalEvent(&event.jdevice);
break;
case SDL_FINGERDOWN:
case SDL_FINGERMOTION:
case SDL_FINGERUP:
m_InputHandler->handleTouchFingerEvent(&event.tfinger);
break;
}
}
DispatchDeferredCleanup:
// Uncapture the mouse and hide the window immediately,
// so we can return to the Qt GUI ASAP.
m_InputHandler->setCaptureActive(false);
SDL_EnableScreenSaver();
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0");
if (QGuiApplication::platformName() == "eglfs") {
QGuiApplication::restoreOverrideCursor();
}
// Raise any keys that are still down
m_InputHandler->raiseAllKeys();
// Destroy the input handler now. This must be destroyed
// before allowwing the UI to continue execution or it could
// interfere with SDLGamepadKeyNavigation.
delete m_InputHandler;
m_InputHandler = nullptr;
// 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;
SDL_AtomicUnlock(&m_DecoderLock);
// Propagate state changes from the SDL window back to the Qt window
//
// NB: We're making a conscious decision not to propagate the maximized
// or normal state of the window here. The thinking is that users may
// routinely maximize the streaming window simply to view the stream
// in a larger window, but they don't necessarily want the UI in such
// a large window.
if (!m_IsFullScreen && m_QtWindow != nullptr && m_Window != nullptr) {
#if QT_VERSION >= QT_VERSION_CHECK(5, 10, 0)
if (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_MINIMIZED) {
m_QtWindow->setWindowStates(m_QtWindow->windowStates() | Qt::WindowMinimized);
}
else if (m_QtWindow->windowStates() & Qt::WindowMinimized) {
m_QtWindow->setWindowStates(m_QtWindow->windowStates() & ~Qt::WindowMinimized);
}
#else
if (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_MINIMIZED) {
m_QtWindow->setWindowState(Qt::WindowMinimized);
}
else if (m_QtWindow->windowState() & Qt::WindowMinimized) {
m_QtWindow->setWindowState(Qt::WindowNoState);
}
#endif
}
// This must be called after the decoder is deleted, because
// the renderer may want to interact with the window
SDL_DestroyWindow(m_Window);
if (iconSurface != nullptr) {
SDL_FreeSurface(iconSurface);
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
// Cleanup can take a while, so dispatch it to a worker thread.
// When it is complete, it will release our s_ActiveSessionSemaphore
// reference.
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
}