mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 05:42:28 +00:00
102 lines
2.9 KiB
C++
102 lines
2.9 KiB
C++
#include "renderer.h"
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#include <Limelight.h>
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SdlRenderer::SdlRenderer()
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: m_Renderer(nullptr),
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m_Texture(nullptr)
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{
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}
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SdlRenderer::~SdlRenderer()
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{
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if (m_Texture != nullptr) {
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SDL_DestroyTexture(m_Texture);
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}
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if (m_Renderer != nullptr) {
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SDL_DestroyRenderer(m_Renderer);
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}
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}
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bool SdlRenderer::prepareDecoderContext(AVCodecContext*)
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{
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/* Nothing to do */
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Using SDL software renderer");
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return true;
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}
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bool SdlRenderer::needsTestFrame()
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{
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// This renderer should always work
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return false;
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}
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bool SdlRenderer::initialize(SDL_Window* window,
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int,
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int width,
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int height,
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int,
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bool enableVsync)
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{
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Uint32 rendererFlags = SDL_RENDERER_ACCELERATED;
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if ((SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
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// In full-screen exclusive mode, we enable V-sync if requested. For other modes, Windows and Mac
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// have compositors that make rendering tear-free. Linux compositor varies by distro and user
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// configuration but doesn't seem feasible to detect here.
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if (enableVsync) {
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rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
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}
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}
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m_Renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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if (!m_Renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_CreateRenderer() failed: %s",
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SDL_GetError());
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return false;
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}
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// The window may be smaller than the stream size, so ensure our
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// logical rendering surface size is equal to the stream size
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SDL_RenderSetLogicalSize(m_Renderer, width, height);
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// Draw a black frame until the video stream starts rendering
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SDL_SetRenderDrawColor(m_Renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(m_Renderer);
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SDL_RenderPresent(m_Renderer);
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m_Texture = SDL_CreateTexture(m_Renderer,
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SDL_PIXELFORMAT_YV12,
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SDL_TEXTUREACCESS_STREAMING,
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width,
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height);
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if (!m_Texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_CreateRenderer() failed: %s",
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SDL_GetError());
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return false;
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}
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return true;
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}
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void SdlRenderer::renderFrameAtVsync(AVFrame* frame)
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{
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SDL_UpdateYUVTexture(m_Texture, nullptr,
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frame->data[0],
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frame->linesize[0],
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frame->data[1],
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frame->linesize[1],
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frame->data[2],
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frame->linesize[2]);
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SDL_RenderClear(m_Renderer);
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SDL_RenderCopy(m_Renderer, m_Texture, nullptr, nullptr);
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SDL_RenderPresent(m_Renderer);
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}
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