#include "session.hpp" #include "settings/streamingpreferences.h" #include "streaming/streamutils.h" #include #include #include "utils.h" // HACK: Need to call SetThreadExecutionState() because SDL doesn't #ifdef Q_OS_WIN32 #define WIN32_LEAN_AND_MEAN #include #endif #ifdef HAVE_FFMPEG #include "video/ffmpeg.h" #endif #ifdef HAVE_SLVIDEO #include "video/sl.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 #include #include #include #include #include #include #include CONNECTION_LISTENER_CALLBACKS Session::k_ConnCallbacks = { Session::clStageStarting, nullptr, Session::clStageFailed, nullptr, Session::clConnectionTerminated, nullptr, nullptr, Session::clLogMessage }; AUDIO_RENDERER_CALLBACKS Session::k_AudioCallbacks = { Session::sdlAudioInit, Session::sdlAudioStart, Session::sdlAudioStop, Session::sdlAudioCleanup, Session::sdlAudioDecodeAndPlaySample, CAPABILITY_DIRECT_SUBMIT }; 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))); QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); } void Session::clStageFailed(int stage, long errorCode) { // 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->stageFailed(QString::fromLocal8Bit(LiGetStageName(stage)), errorCode); QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); } void Session::clConnectionTerminated(long errorCode) { emit s_ActiveSession->displayLaunchError("Connection terminated"); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Connection terminated: %ld", 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); } #define CALL_INITIALIZE(dec) (dec)->initialize(vds, window, videoFormat, width, height, frameRate, enableVsync) bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds, SDL_Window* window, int videoFormat, int width, int height, int frameRate, bool enableVsync, IVideoDecoder*& chosenDecoder) { #ifdef HAVE_SLVIDEO chosenDecoder = new SLVideoDecoder(); if (CALL_INITIALIZE(chosenDecoder)) { 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(); if (CALL_INITIALIZE(chosenDecoder)) { 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). SDL_AtomicLock(&s_ActiveSession->m_DecoderLock); if (s_ActiveSession->m_NeedsIdr) { // If we reset our decoder, we'll need to request an IDR frame s_ActiveSession->m_NeedsIdr = false; SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock); return DR_NEED_IDR; } 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; } } bool Session::isHardwareDecodeAvailable(StreamingPreferences::VideoDecoderSelection vds, int videoFormat, int width, int height, int frameRate) { IVideoDecoder* decoder; if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s", SDL_GetError()); return false; } SDL_Window* window = SDL_CreateWindow("", 0, 0, width, height, SDL_WINDOW_HIDDEN); if (!window) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create window for hardware decode test: %s", SDL_GetError()); SDL_QuitSubSystem(SDL_INIT_VIDEO); return false; } if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, decoder)) { SDL_DestroyWindow(window); SDL_QuitSubSystem(SDL_INIT_VIDEO); return false; } SDL_DestroyWindow(window); bool ret = decoder->isHardwareAccelerated(); delete decoder; SDL_QuitSubSystem(SDL_INIT_VIDEO); return ret; } int Session::getDecoderCapabilities(StreamingPreferences::VideoDecoderSelection vds, int videoFormat, int width, int height, int frameRate) { IVideoDecoder* decoder; if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s", SDL_GetError()); return false; } SDL_Window* window = SDL_CreateWindow("", 0, 0, width, height, SDL_WINDOW_HIDDEN); if (!window) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create window for hardware decode test: %s", SDL_GetError()); SDL_QuitSubSystem(SDL_INIT_VIDEO); return false; } if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, decoder)) { SDL_DestroyWindow(window); SDL_QuitSubSystem(SDL_INIT_VIDEO); return false; } SDL_DestroyWindow(window); int caps = decoder->getDecoderCapabilities(); delete decoder; SDL_QuitSubSystem(SDL_INIT_VIDEO); return caps; } Session::Session(NvComputer* computer, NvApp& app) : m_Computer(computer), m_App(app), m_Window(nullptr), m_VideoDecoder(nullptr), m_DecoderLock(0), m_NeedsIdr(false), m_AudioDisabled(false), m_DisplayOriginX(0), m_DisplayOriginY(0) { qDebug() << "Server GPU:" << m_Computer->gpuModel; LiInitializeVideoCallbacks(&m_VideoCallbacks); m_VideoCallbacks.setup = drSetup; m_VideoCallbacks.submitDecodeUnit = drSubmitDecodeUnit; // Submit for decode without using a separate thread m_VideoCallbacks.capabilities |= CAPABILITY_DIRECT_SUBMIT; // Slice up to 4 times for parallel decode, once slice per core int slices = qMin(MAX_SLICES, SDL_GetCPUCount()); m_VideoCallbacks.capabilities |= CAPABILITY_SLICES_PER_FRAME(slices); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Encoder configured for %d slices per frame", slices); LiInitializeStreamConfiguration(&m_StreamConfig); m_StreamConfig.width = m_Preferences.width; m_StreamConfig.height = m_Preferences.height; m_StreamConfig.fps = m_Preferences.fps; m_StreamConfig.bitrate = m_Preferences.bitrateKbps; m_StreamConfig.hevcBitratePercentageMultiplier = 75; SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Video bitrate: %d kbps", m_StreamConfig.bitrate); RAND_bytes(reinterpret_cast(m_StreamConfig.remoteInputAesKey), sizeof(m_StreamConfig.remoteInputAesKey)); // Only the first 4 bytes are populated in the RI key IV RAND_bytes(reinterpret_cast(m_StreamConfig.remoteInputAesIv), 4); switch (m_Preferences.audioConfig) { case StreamingPreferences::AC_AUTO: SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Autodetecting audio configuration"); m_StreamConfig.audioConfiguration = sdlDetermineAudioConfiguration(); break; case StreamingPreferences::AC_FORCE_STEREO: m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_STEREO; break; case StreamingPreferences::AC_FORCE_SURROUND: m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_51_SURROUND; break; } SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Audio configuration: %d", m_StreamConfig.audioConfiguration); switch (m_Preferences.videoCodecConfig) { case StreamingPreferences::VCC_AUTO: // TODO: Determine if HEVC is better depending on the decoder m_StreamConfig.supportsHevc = isHardwareDecodeAvailable(m_Preferences.videoDecoderSelection, VIDEO_FORMAT_H265, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps); // Oddly enough, the H.264 encoder on my GTX 1080 is actually more // performant than the HEVC encoder (especially because split frame encode // is disabled for HEVC by moonlight-common-c). Use H.264 for 1440p 100 FPS and above. if (m_StreamConfig.width * m_StreamConfig.height * m_StreamConfig.fps >= 2560 * 1440 * 100) { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Preferring H.264 for higher performance"); m_StreamConfig.supportsHevc = false; } m_StreamConfig.enableHdr = false; break; case StreamingPreferences::VCC_FORCE_H264: m_StreamConfig.supportsHevc = false; m_StreamConfig.enableHdr = false; break; case StreamingPreferences::VCC_FORCE_HEVC: m_StreamConfig.supportsHevc = true; m_StreamConfig.enableHdr = false; break; case StreamingPreferences::VCC_FORCE_HEVC_HDR: m_StreamConfig.supportsHevc = true; m_StreamConfig.enableHdr = true; break; } if (computer->activeAddress == computer->remoteAddress) { m_StreamConfig.streamingRemotely = 1; } else { m_StreamConfig.streamingRemotely = 0; } if (computer->activeAddress == computer->localAddress) { m_StreamConfig.packetSize = 1392; } else { m_StreamConfig.packetSize = 1024; } switch (m_Preferences.windowMode) { case StreamingPreferences::WM_FULLSCREEN_DESKTOP: m_FullScreenFlag = SDL_WINDOW_FULLSCREEN_DESKTOP; break; case StreamingPreferences::WM_FULLSCREEN: default: m_FullScreenFlag = SDL_WINDOW_FULLSCREEN; break; } } void Session::emitLaunchWarning(QString text) { // 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)) { // Pump the UI loop while we wait SDL_Delay(5); QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); } } bool Session::validateLaunch() { QStringList warningList; if (m_Preferences.videoDecoderSelection == StreamingPreferences::VDS_FORCE_SOFTWARE) { emitLaunchWarning("Your settings selection to force software decoding may cause poor streaming performance."); } if (m_StreamConfig.supportsHevc) { bool hevcForced = m_Preferences.videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC || m_Preferences.videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC_HDR; if (!isHardwareDecodeAvailable(m_Preferences.videoDecoderSelection, VIDEO_FORMAT_H265, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps) && m_Preferences.videoDecoderSelection == StreamingPreferences::VDS_AUTO) { if (hevcForced) { emitLaunchWarning("Using software decoding due to your selection to force HEVC without GPU support. This may cause poor streaming performance."); } else { emitLaunchWarning("This PC's GPU doesn't support HEVC decoding."); m_StreamConfig.supportsHevc = false; } } if (hevcForced) { if (m_Computer->maxLumaPixelsHEVC == 0) { emitLaunchWarning("Your host PC GPU doesn't support HEVC. " "A GeForce GTX 900-series (Maxwell) or later GPU is required for HEVC streaming."); // Moonlight-common-c will handle this case already, but we want // to set this explicitly here so we can do our hardware acceleration // check below. m_StreamConfig.supportsHevc = false; } } } if (m_StreamConfig.enableHdr) { // Turn HDR back off unless all criteria are met. m_StreamConfig.enableHdr = false; // Check that the app supports HDR if (!m_App.hdrSupported) { emitLaunchWarning(m_App.name + " doesn't support HDR10."); } // Check that the server GPU supports HDR else if (!(m_Computer->serverCodecModeSupport & 0x200)) { emitLaunchWarning("Your host PC GPU doesn't support HDR streaming. " "A GeForce GTX 1000-series (Pascal) or later GPU is required for HDR streaming."); } else if (!isHardwareDecodeAvailable(m_Preferences.videoDecoderSelection, VIDEO_FORMAT_H265_MAIN10, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps)) { emitLaunchWarning("This PC's GPU doesn't support HEVC Main10 decoding for HDR streaming."); } else { // TODO: Also validate display capabilites // Validation successful so HDR is good to go m_StreamConfig.enableHdr = true; } } if (m_StreamConfig.width >= 3840) { // Only allow 4K on GFE 3.x+ if (m_Computer->gfeVersion.isNull() || m_Computer->gfeVersion.startsWith("2.")) { emitLaunchWarning("GeForce Experience 3.0 or higher is required for 4K streaming."); m_StreamConfig.width = 1920; m_StreamConfig.height = 1080; } // This list is sorted from least to greatest else if (m_Computer->displayModes.last().width < 3840 || (m_Computer->displayModes.last().refreshRate < 60 && m_StreamConfig.fps >= 60)) { emitLaunchWarning("Your host PC GPU doesn't support 4K streaming. " "A GeForce GTX 900-series (Maxwell) or later GPU is required for 4K streaming."); m_StreamConfig.width = 1920; m_StreamConfig.height = 1080; } } // Test that audio hardware is functional m_AudioDisabled = !testAudio(m_StreamConfig.audioConfiguration); if (m_AudioDisabled) { emitLaunchWarning("Failed to open audio device. Audio will be unavailable during this session."); } if (m_Preferences.videoDecoderSelection == StreamingPreferences::VDS_FORCE_HARDWARE && !isHardwareDecodeAvailable(m_Preferences.videoDecoderSelection, m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps)) { if (m_Preferences.videoCodecConfig == StreamingPreferences::VCC_AUTO) { emit displayLaunchError("Your selection to force hardware decoding cannot be satisfied due to missing hardware decoding support on this PC's GPU."); } else { emit displayLaunchError("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; } // Add the capability flags from the chosen decoder/renderer m_VideoCallbacks.capabilities |= getDecoderCapabilities(m_Preferences.videoDecoderSelection, m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264, m_StreamConfig.width, m_StreamConfig.height, m_StreamConfig.fps); return true; } class DeferredSessionCleanupTask : public QRunnable { void run() override { // Finish cleanup of the connection state LiStopConnection(); // Allow another session to start now that we're cleaned up Session::s_ActiveSession = nullptr; Session::s_ActiveSessionSemaphore.release(); } }; 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 { SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Qt UI screen is at (%d,%d)", m_DisplayOriginX, m_DisplayOriginY); for (int i = 0; i < SDL_GetNumVideoDisplays(); i++) { SDL_Rect displayBounds; if (SDL_GetDisplayBounds(i, &displayBounds) == 0) { if (displayBounds.x == m_DisplayOriginX && displayBounds.y == m_DisplayOriginY) { 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()); } } } SDL_Rect usableBounds; if (SDL_GetDisplayUsableBounds(displayIndex, &usableBounds) == 0) { width = usableBounds.w; height = usableBounds.h; if (m_Window != nullptr) { int top, left, bottom, right; if (SDL_GetWindowBordersSize(m_Window, &top, &left, &bottom, &right) == 0) { width -= left + right; height -= top + bottom; } else { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unable to get window border size: %s", SDL_GetError()); } // 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 < width && m_StreamConfig.height < height) { width = m_StreamConfig.width; height = m_StreamConfig.height; } } } 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); // Get the native desktop resolution if (StreamUtils::getRealDesktopMode(displayIndex, &desktopMode)) { // 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) { if (mode.refresh_rate > bestMode.refresh_rate) { bestMode = mode; } } } } if (bestMode.refresh_rate == 0) { // We may find no match if the user has moved a 120 FPS // stream onto a 60 Hz monitor (since no refresh rate can // divide our FPS setting). We'll stick to the default in // this case. SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "No matching refresh rate found; using desktop mode"); bestMode = desktopMode; } 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); int x, y, width, height; // If we're leaving full screen, toggle out before setting our size and position // that way we have accurate display size metrics (not the size our stream changed it to). if (!fullScreen) { SDL_SetWindowFullscreen(m_Window, 0); SDL_SetWindowResizable(m_Window, SDL_TRUE); } getWindowDimensions(x, y, width, height); SDL_SetWindowPosition(m_Window, x, y); SDL_SetWindowSize(m_Window, width, height); if (fullScreen) { SDL_SetWindowResizable(m_Window, SDL_FALSE); SDL_SetWindowFullscreen(m_Window, m_FullScreenFlag); } } void Session::exec(int displayOriginX, int displayOriginY) { m_DisplayOriginX = displayOriginX; m_DisplayOriginY = displayOriginY; // Check for validation errors/warnings and emit // signals for them, if appropriate if (!validateLaunch()) { return; } // Manually pump the UI thread for the view QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); // 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 StreamingPreferences prefs; SdlInputHandler inputHandler(prefs.multiController); // 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 = 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 = prefs.gameOptimizations; break; } } try { NvHTTP http(m_Computer->activeAddress); if (m_Computer->currentGameId != 0) { http.resumeApp(&m_StreamConfig); } else { http.launchApp(m_App.id, &m_StreamConfig, enableGameOptimizations, prefs.playAudioOnHost, inputHandler.getAttachedGamepadMask()); } } catch (const GfeHttpResponseException& e) { emit displayLaunchError(e.toQString()); s_ActiveSessionSemaphore.release(); return; } SDL_assert(!SDL_WasInit(SDL_INIT_VIDEO)); if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s", SDL_GetError()); emit displayLaunchError(QString::fromLocal8Bit(SDL_GetError())); s_ActiveSessionSemaphore.release(); return; } QByteArray hostnameStr = m_Computer->activeAddress.toLatin1(); QByteArray siAppVersion = m_Computer->appVersion.toLatin1(); SERVER_INFORMATION hostInfo; hostInfo.address = hostnameStr.data(); hostInfo.serverInfoAppVersion = siAppVersion.data(); // Older GFE versions didn't have this field QByteArray siGfeVersion; if (!m_Computer->gfeVersion.isNull()) { siGfeVersion = m_Computer->gfeVersion.toLatin1(); } if (!siGfeVersion.isNull()) { hostInfo.serverInfoGfeVersion = siGfeVersion.data(); } int err = LiStartConnection(&hostInfo, &m_StreamConfig, &k_ConnCallbacks, &m_VideoCallbacks, m_AudioDisabled ? nullptr : &k_AudioCallbacks, NULL, 0, NULL, 0); if (err != 0) { // We already displayed an error dialog in the stage failure // listener. SDL_QuitSubSystem(SDL_INIT_VIDEO); s_ActiveSessionSemaphore.release(); return; } // Pump the message loop to update the UI emit connectionStarted(); QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents); int x, y, width, height; getWindowDimensions(x, y, width, height); m_Window = SDL_CreateWindow("Moonlight", x, y, width, height, SDL_WINDOW_ALLOW_HIGHDPI); if (!m_Window) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateWindow() failed: %s", SDL_GetError()); SDL_QuitSubSystem(SDL_INIT_VIDEO); s_ActiveSessionSemaphore.release(); return; } // For non-full screen windows, call getWindowDimensions() // again after creating a window to allow it to account // for window chrome size. if (m_Preferences.windowMode == StreamingPreferences::WM_WINDOWED) { getWindowDimensions(x, y, width, height); SDL_SetWindowPosition(m_Window, x, y); SDL_SetWindowSize(m_Window, width, height); // Passing SDL_WINDOW_RESIZABLE to set this during window // creation causes our window to be full screen for some reason SDL_SetWindowResizable(m_Window, SDL_TRUE); } else { // Update the window display mode based on our current monitor updateOptimalWindowDisplayMode(); // Enter full screen SDL_SetWindowFullscreen(m_Window, m_FullScreenFlag); } 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) { SDL_SetWindowIcon(m_Window, iconSurface); } #endif #ifndef QT_DEBUG // Capture the mouse by default on release builds only. // This prevents the mouse from becoming trapped inside // Moonlight when it's halted at a debug break. if (m_Preferences.windowMode != StreamingPreferences::WM_WINDOWED) { SDL_SetRelativeMouseMode(SDL_TRUE); } #endif // 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 SDL_DisableScreenSaver(); #ifdef Q_OS_WIN32 // HACK: SDL doesn't call this, so we must do so to disable the // screensaver when we're in windowed mode. DirectX will disable // it for us when we're in full-screen exclusive mode. SetThreadExecutionState(ES_CONTINUOUS | ES_DISPLAY_REQUIRED); #endif // Set timer resolution to 1 ms on Windows for greater // sleep precision and more accurate callback timing. SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "1"); // Raise the priority of the main thread, since it handles // time-sensitive video rendering if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unable to set main thread to high priority: %s", SDL_GetError()); } int currentDisplayIndex = SDL_GetWindowDisplayIndex(m_Window); // 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 (;;) { // 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)) { SDL_Delay(1); continue; } switch (event.type) { case SDL_QUIT: SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Quit event received"); goto DispatchDeferredCleanup; case SDL_USEREVENT: { SDL_Event nextEvent; SDL_assert(event.user.code == SDL_CODE_FRAME_READY); // Drop any earlier frames while (SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_USEREVENT, SDL_USEREVENT) == 1) { m_VideoDecoder->dropFrame(&event.user); event = nextEvent; } // Render the last frame m_VideoDecoder->renderFrame(&event.user); break; } case SDL_WINDOWEVENT: // Release mouse cursor when another window is activated (e.g. by using ALT+TAB). // This lets user to interact with our window's title bar and with the buttons in it. if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) { SDL_SetRelativeMouseMode(SDL_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) { // 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_GetWindowDisplayIndex(m_Window) == currentDisplayIndex) { break; } } // Fall through case SDL_RENDER_DEVICE_RESET: case SDL_RENDER_TARGETS_RESET: SDL_AtomicLock(&m_DecoderLock); // Destroy the old decoder delete m_VideoDecoder; // Flush any other pending window events that could // send us back here immediately SDL_PumpEvents(); SDL_FlushEvent(SDL_WINDOWEVENT); // Update the window display mode based on our current monitor 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); // 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, m_Preferences.enableVsync, s_ActiveSession->m_VideoDecoder)) { SDL_AtomicUnlock(&m_DecoderLock); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to recreate decoder after reset"); emit displayLaunchError("Unable to initialize video decoder. Please check your streaming settings and try again."); goto DispatchDeferredCleanup; } // Request an IDR frame to complete the reset m_NeedsIdr = true; SDL_AtomicUnlock(&m_DecoderLock); break; case SDL_KEYUP: case SDL_KEYDOWN: inputHandler.handleKeyEvent(&event.key); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: inputHandler.handleMouseButtonEvent(&event.button); break; case SDL_MOUSEMOTION: inputHandler.handleMouseMotionEvent(&event.motion); break; case SDL_MOUSEWHEEL: inputHandler.handleMouseWheelEvent(&event.wheel); break; case SDL_CONTROLLERAXISMOTION: inputHandler.handleControllerAxisEvent(&event.caxis); break; case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: inputHandler.handleControllerButtonEvent(&event.cbutton); break; case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEREMOVED: inputHandler.handleControllerDeviceEvent(&event.cdevice); break; } } SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_WaitEvent() failed: %s", SDL_GetError()); DispatchDeferredCleanup: #ifdef Q_OS_WIN32 // HACK: See comment above SetThreadExecutionState(ES_CONTINUOUS); #endif // Uncapture the mouse and hide the window immediately, // so we can return to the Qt GUI ASAP. SDL_SetRelativeMouseMode(SDL_FALSE); SDL_EnableScreenSaver(); SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0"); // Destroy the decoder, since this must be done on the main thread SDL_AtomicLock(&m_DecoderLock); delete m_VideoDecoder; m_VideoDecoder = nullptr; SDL_AtomicUnlock(&m_DecoderLock); SDL_DestroyWindow(m_Window); if (iconSurface != nullptr) { SDL_FreeSurface(iconSurface); } SDL_QuitSubSystem(SDL_INIT_VIDEO); SDL_assert(!SDL_WasInit(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()); }