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https://github.com/rock88/moonlight-nx
synced 2024-11-22 03:23:07 +00:00
Few fixes for run on Windows
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parent
8698e3e5f0
commit
f2507d5a39
4 changed files with 68 additions and 10 deletions
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@ -6,6 +6,12 @@
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#include <limits.h>
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#include <sys/stat.h>
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#ifdef _WIN32
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static int mkdir(const char* dir, mode_t mode) {
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return mkdir(dir);
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}
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#endif
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static int mkdirtree(const char* directory) {
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char buffer[PATH_MAX];
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char* p = buffer;
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@ -71,7 +71,10 @@ Data& Data::operator=(const Data& that) {
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Data Data::random_bytes(size_t size) {
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unsigned char* bytes = (unsigned char*)malloc(sizeof(char) * size);
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#ifndef _WIN32
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srand(time(NULL));
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#endif
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for (int i = 0; i < size; i++) {
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bytes[i] = rand() % 255;
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@ -410,7 +410,7 @@ int gs_start_app(PSERVER_DATA server, STREAM_CONFIGURATION *config, int appId, b
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memcpy(config->remoteInputAesKey, rand.bytes(), 16);
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char url[4096];
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u_int32_t rikeyid = 0;
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int rikeyid = 0;
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Data data;
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@ -1,14 +1,15 @@
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#include "GLVideoRenderer.hpp"
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#include "Logger.hpp"
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#ifdef GL_CORE
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static const char *vertex_shader_string = "\
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#version 140\n\
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in vec2 position;\n\
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out mediump vec2 tex_position;\n\
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\
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void main() {\n\
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gl_Position = vec4(position, 1, 1);\n\
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tex_position = vec2((position.x + 1.0) / 2.0, (1.0 - position.y) / 2.0);\n\
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gl_Position = vec4(position, 1, 1);\n\
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tex_position = vec2((position.x + 1.0) / 2.0, (1.0 - position.y) / 2.0);\n\
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}";
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static const char *fragment_shader_string = "\
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@ -22,14 +23,42 @@ in mediump vec2 tex_position;\n\
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out vec4 FragColor;\n\
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\
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void main() {\n\
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vec3 YCbCr = vec3(\n\
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texture(ymap, tex_position).r,\n\
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texture(umap, tex_position).r - 0.0,\n\
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texture(vmap, tex_position).r - 0.0\n\
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);\n\
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YCbCr -= offset;\n\
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FragColor = vec4(clamp(yuvmat * YCbCr, 0.0, 1.0), 1.0);\n\
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vec3 YCbCr = vec3(\n\
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texture(ymap, tex_position).r,\n\
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texture(umap, tex_position).r - 0.0,\n\
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texture(vmap, tex_position).r - 0.0\n\
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);\n\
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YCbCr -= offset;\n\
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FragColor = vec4(clamp(yuvmat * YCbCr, 0.0, 1.0), 1.0);\n\
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}";
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#else
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static const char *vertex_shader_string = "\
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attribute vec2 position;\n\
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varying vec2 tex_position;\n\
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\
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void main() {\n\
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gl_Position = vec4(position, 1, 1);\n\
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tex_position = vec2((position.x + 1.0) / 2.0, (1.0 - position.y) / 2.0);\n\
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}";
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static const char *fragment_shader_string = "\
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uniform sampler2D ymap;\n\
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uniform sampler2D umap;\n\
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uniform sampler2D vmap;\n\
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uniform mat3 yuvmat;\n\
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uniform vec3 offset;\n\
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varying vec2 tex_position;\n\
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\
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void main() {\n\
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vec3 YCbCr = vec3(\n\
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texture(ymap, tex_position).r,\n\
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texture(umap, tex_position).r - 0.0,\n\
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texture(vmap, tex_position).r - 0.0\n\
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);\n\
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YCbCr -= offset;\n\
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gl_FragColor = vec4(clamp(yuvmat * YCbCr, 0.0, 1.0), 1.0);\n\
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}";
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#endif
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static const float vertices[] = {
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-1.f, -1.f,
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@ -92,6 +121,24 @@ static const float* gl_color_matrix(enum AVColorSpace color_space, bool color_fu
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};
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}
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static void check_shader(GLuint handle) {
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GLint success = 0;
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glGetShaderiv(handle, GL_COMPILE_STATUS, &success);
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Logger::info("GL", "GL_COMPILE_STATUS: %i", success);
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if (!success) {
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GLint length = 0;
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glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &length);
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char* buffer = (char* )malloc(length);
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glGetShaderInfoLog(handle, length, &length, buffer);
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Logger::error("GL", "Compile shader error: %s", buffer);
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free(buffer);
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}
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}
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GLVideoRenderer::~GLVideoRenderer() {
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Logger::info("GL", "Cleanup...");
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@ -123,9 +170,11 @@ void GLVideoRenderer::initialize() {
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glShaderSource(vert, 1, &vertex_shader_string, 0);
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glCompileShader(vert);
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check_shader(vert);
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glShaderSource(frag, 1, &fragment_shader_string, 0);
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glCompileShader(frag);
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check_shader(frag);
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glAttachShader(m_shader_program, vert);
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glAttachShader(m_shader_program, frag);
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