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https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-10 05:34:17 +00:00
Reset the decoder when D3D state is lost
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parent
86874a2e1c
commit
10b5245919
4 changed files with 67 additions and 39 deletions
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@ -101,6 +101,11 @@ bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
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int Session::drSetup(int videoFormat, int width, int height, int frameRate, void *, int)
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{
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s_ActiveSession->m_ActiveVideoFormat = videoFormat;
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s_ActiveSession->m_ActiveVideoWidth = width;
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s_ActiveSession->m_ActiveVideoHeight = height;
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s_ActiveSession->m_ActiveVideoFrameRate = frameRate;
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if (!chooseDecoder(s_ActiveSession->m_Preferences.videoDecoderSelection,
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s_ActiveSession->m_Window,
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videoFormat, width, height, frameRate,
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@ -117,7 +122,16 @@ int Session::drSubmitDecodeUnit(PDECODE_UNIT du)
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// from underneath the session when we initiate destruction.
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// We need to destroy the decoder on the main thread to satisfy
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// some API constraints (like DXVA2).
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SDL_AtomicLock(&s_ActiveSession->m_DecoderLock);
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if (s_ActiveSession->m_NeedsIdr) {
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// If we reset our decoder, we'll need to request an IDR frame
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s_ActiveSession->m_NeedsIdr = false;
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SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
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return DR_NEED_IDR;
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}
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IVideoDecoder* decoder = s_ActiveSession->m_VideoDecoder;
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if (decoder != nullptr) {
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int ret = decoder->submitDecodeUnit(du);
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@ -160,7 +174,8 @@ Session::Session(NvComputer* computer, NvApp& app)
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m_App(app),
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m_Window(nullptr),
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m_VideoDecoder(nullptr),
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m_DecoderLock(0)
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m_DecoderLock(0),
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m_NeedsIdr(false)
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{
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LiInitializeVideoCallbacks(&m_VideoCallbacks);
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m_VideoCallbacks.setup = drSetup;
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@ -510,6 +525,32 @@ void Session::exec()
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m_VideoDecoder->renderFrame(&event.user);
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break;
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}
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case SDL_RENDER_DEVICE_RESET:
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case SDL_RENDER_TARGETS_RESET:
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SDL_AtomicLock(&m_DecoderLock);
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// Destroy the old decoder
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delete m_VideoDecoder;
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// Chose a new decoder (hopefully the same one, but possibly
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// not if a GPU was removed or something).
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if (!chooseDecoder(m_Preferences.videoDecoderSelection,
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m_Window, m_ActiveVideoFormat, m_ActiveVideoWidth,
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m_ActiveVideoHeight, m_ActiveVideoFrameRate,
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s_ActiveSession->m_VideoDecoder)) {
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SDL_AtomicUnlock(&m_DecoderLock);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to recreate decoder after reset");
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goto DispatchDeferredCleanup;
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}
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// Request an IDR frame to complete the reset
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m_NeedsIdr = true;
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SDL_AtomicUnlock(&m_DecoderLock);
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break;
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case SDL_KEYUP:
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case SDL_KEYDOWN:
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inputHandler.handleKeyEvent(&event.key);
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@ -94,6 +94,12 @@ private:
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SDL_Window* m_Window;
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IVideoDecoder* m_VideoDecoder;
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SDL_SpinLock m_DecoderLock;
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bool m_NeedsIdr;
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int m_ActiveVideoFormat;
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int m_ActiveVideoWidth;
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int m_ActiveVideoHeight;
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int m_ActiveVideoFrameRate;
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static SDL_AudioDeviceID s_AudioDevice;
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static OpusMSDecoder* s_OpusDecoder;
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@ -409,28 +409,6 @@ void DXVA2Renderer::renderFrame(AVFrame* frame)
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IDirect3DSurface9* surface = reinterpret_cast<IDirect3DSurface9*>(frame->data[3]);
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HRESULT hr;
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hr = m_Device->TestCooperativeLevel();
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switch (hr) {
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case D3D_OK:
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break;
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case D3DERR_DEVICELOST:
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"D3D device lost!");
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av_frame_free(&frame);
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return;
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case D3DERR_DEVICENOTRESET:
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"D3D device not reset!");
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av_frame_free(&frame);
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return;
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default:
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Unknown D3D error: %x",
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hr);
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av_frame_free(&frame);
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return;
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}
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DXVA2_VideoSample sample = {};
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sample.Start = m_FrameIndex;
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sample.End = m_FrameIndex + 1;
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@ -473,25 +451,33 @@ void DXVA2Renderer::renderFrame(AVFrame* frame)
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bltParams.Alpha = DXVA2_Fixed32OpaqueAlpha();
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hr = m_Device->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0, 0, 0), 0.0f, 0);
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if (FAILED(hr)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Clear() failed: %x",
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hr);
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if (SDL_RenderClear(m_SdlRenderer) != 0) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_RenderClear() failed: %s",
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SDL_GetError());
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av_frame_free(&frame);
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// We're going to cheat a little bit here. It seems SDL's
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// renderer may flake out in scenarios like moving the window
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// between monitors, so generate a synthetic reset event for
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// the main loop to consume.
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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SDL_PushEvent(&event);
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return;
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}
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hr = m_Processor->VideoProcessBlt(m_RenderTarget, &bltParams, &sample, 1, nullptr);
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av_frame_free(&frame);
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if (FAILED(hr)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"VideoProcessBlt() failed: %x",
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hr);
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av_frame_free(&frame);
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return;
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}
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m_Device->Present(nullptr, nullptr, nullptr, nullptr);
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av_frame_free(&frame);
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// We must try to present to trigger SDL's logic to recover the render target,
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// even if VideoProcessBlt() fails.
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SDL_RenderPresent(m_SdlRenderer);
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}
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@ -128,14 +128,9 @@ FFmpegVideoDecoder::~FFmpegVideoDecoder()
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}
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}
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avcodec_close(m_VideoDecoderCtx);
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av_free(m_VideoDecoderCtx);
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m_VideoDecoderCtx = nullptr;
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m_HwDecodeCfg = nullptr;
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avcodec_free_context(&m_VideoDecoderCtx);
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delete m_Renderer;
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m_Renderer = nullptr;
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}
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bool FFmpegVideoDecoder::initialize(
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