moonlight-qt/app/streaming/session.cpp

1835 lines
70 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
#define SDL_CODE_FLUSH_WINDOW_EVENT_BARRIER 100
#define SDL_CODE_GAMECONTROLLER_RUMBLE 101
#include <openssl/rand.h>
#include <QtEndian>
#include <QCoreApplication>
#include <QThreadPool>
#include <QSvgRenderer>
#include <QPainter>
#include <QImage>
#include <QGuiApplication>
#include <QCursor>
#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* 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_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.") + "\n\n" +
tr("If the issue persists, try reinstalling your GPU drivers and GeForce Experience."));
break;
default:
s_ActiveSession->m_UnexpectedTermination = true;
emit s_ActiveSession->displayLaunchError(tr("Connection terminated"));
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:
if (s_ActiveSession->m_StreamConfig.bitrate > 5000) {
strcpy(s_ActiveSession->m_OverlayManager.getOverlayText(Overlay::OverlayStatusUpdate), "Slow connection to PC\nReduce your bitrate");
}
else {
strcpy(s_ActiveSession->m_OverlayManager.getOverlayText(Overlay::OverlayStatusUpdate), "Poor connection to PC");
}
s_ActiveSession->m_OverlayManager.setOverlayTextUpdated(Overlay::OverlayStatusUpdate);
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);
}
}
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;
memset(&params.hdrMetadata, 0, sizeof(params.hdrMetadata));
params.hdrMetadata.eotf = 2; // SMPTE ST 2084
params.hdrMetadata.staticMetadataDescriptorId = 0; // Static Metadata Type 1
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 m_NeedsIdr to be set by
// the decoder reinitialization code.
if (s_ActiveSession->getAndClearPendingIdrFrameStatus()) {
// If we reset our decoder, we'll need to request an IDR frame
return DR_NEED_IDR;
}
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;
// 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;
}
// HDR can only be supported by a hardware codec that can handle HEVC Main10.
// If we made it this far, we don't have one, so HDR will not be available.
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 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!");
}
bool Session::isHardwareDecodeAvailable(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 false;
}
bool ret = decoder->isHardwareAccelerated();
delete decoder;
return ret;
}
bool Session::populateDecoderProperties(SDL_Window* window)
{
IVideoDecoder* decoder;
if (!chooseDecoder(m_Preferences->videoDecoderSelection,
window,
m_StreamConfig.enableHdr ? VIDEO_FORMAT_H265_MAIN10 :
(m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264),
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 {
// Limited is the default for GFE
m_StreamConfig.colorRange = COLOR_RANGE_LIMITED;
}
}
if (decoder->isAlwaysFullScreen()) {
m_IsFullScreen = true;
}
delete decoder;
return true;
}
Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences)
: m_Preferences(preferences ? preferences : new StreamingPreferences(this)),
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_AudioDisabled(false),
m_AudioMuted(false),
m_DisplayOriginX(0),
m_DisplayOriginY(0),
m_PendingWindowedTransition(false),
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)
{
SDL_AtomicSet(&m_NeedsIdr, 0);
}
bool Session::initialize()
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return false;
}
// Create a hidden window to use for decoder initialization tests
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720,
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("", 0, 0, 1280, 720, 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;
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;
#ifndef STEAM_LINK
// 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));
switch (m_Preferences->videoCodecConfig)
{
case StreamingPreferences::VCC_AUTO:
// TODO: Determine if HEVC is better depending on the decoder
m_StreamConfig.supportsHevc =
isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
#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_StreamConfig.supportsHevc = false;
}
}
#endif
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;
}
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:
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN;
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) {
// 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;
}
return true;
}
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)) {
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();
}
}
}
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) {
if (m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC_HDR) {
emitLaunchWarning(tr("HDR is not supported with software decoding."));
m_StreamConfig.enableHdr = false;
}
else {
emitLaunchWarning(tr("Your settings selection to force software decoding may cause poor streaming performance."));
}
}
if (m_Preferences->unsupportedFps && m_StreamConfig.fps > 60) {
emitLaunchWarning(tr("Using unsupported FPS options may cause stuttering or lag."));
if (m_Preferences->enableVsync) {
emitLaunchWarning(tr("V-sync will be disabled when streaming at a higher frame rate than the display."));
}
}
if (m_StreamConfig.supportsHevc) {
bool hevcForced = m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC ||
m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC_HDR;
if (m_Computer->maxLumaPixelsHEVC == 0) {
if (hevcForced) {
emitLaunchWarning(tr("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;
}
else if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO && // Force hardware decoding checked below
hevcForced && // Auto VCC is already checked in initialize()
!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps)) {
emitLaunchWarning(tr("Using software decoding due to your selection to force HEVC without GPU support. This may cause poor streaming performance."));
}
}
if (!m_StreamConfig.supportsHevc &&
m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO &&
!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H264,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps)) {
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 &&
isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps)) {
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_StreamConfig.enableHdr) {
// Turn HDR back off unless all criteria are met.
m_StreamConfig.enableHdr = false;
// Check that the server GPU supports HDR
if (!(m_Computer->serverCodecModeSupport & 0x200)) {
emitLaunchWarning(tr("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(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265_MAIN10,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps)) {
emitLaunchWarning(tr("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.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
m_AudioDisabled = !audioTestPassed;
if (m_AudioDisabled) {
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."));
}
// NVENC will fail to initialize when using dimensions over 4096 and H.264.
if (m_StreamConfig.width > 4096 || m_StreamConfig.height > 4096) {
// 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 & 0x200)) {
emit displayLaunchError(tr("Your host PC's GPU doesn't support streaming video resolutions over 4K."));
return false;
}
else if (!m_StreamConfig.supportsHevc) {
emit displayLaunchError(tr("Video resolutions over 4K are only supported by the HEVC codec."));
return false;
}
}
if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_FORCE_HARDWARE &&
!m_StreamConfig.enableHdr && // HEVC Main10 was already checked for hardware decode support above
!isHardwareDecodeAvailable(testWindow,
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(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;
bool fullScreen;
if (m_Window != nullptr) {
displayIndex = SDL_GetWindowDisplayIndex(m_Window);
SDL_assert(displayIndex >= 0);
fullScreen = (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN);
}
// 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());
}
}
fullScreen = m_IsFullScreen;
}
SDL_Rect usableBounds;
if (fullScreen && SDL_GetDisplayBounds(displayIndex, &usableBounds) == 0) {
width = usableBounds.w;
height = usableBounds.h;
}
else 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);
// 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) {
if (!StreamUtils::getNativeDesktopMode(displayIndex, &desktopMode)) {
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);
#ifdef Q_OS_WIN32
// 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.
SDL_AtomicLock(&m_DecoderLock);
delete m_VideoDecoder;
m_VideoDecoder = nullptr;
SDL_AtomicUnlock(&m_DecoderLock);
#endif
if (fullScreen) {
SDL_SetWindowResizable(m_Window, SDL_FALSE);
SDL_SetWindowFullscreen(m_Window, m_FullScreenFlag);
}
else {
SDL_SetWindowFullscreen(m_Window, 0);
SDL_SetWindowResizable(m_Window, SDL_TRUE);
// Reposition the window when the resize is complete
m_PendingWindowedTransition = true;
}
// 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) {
strcpy(m_OverlayManager.getOverlayText(Overlay::OverlayStatusUpdate), "Gamepad mouse mode active\nLong press Start to deactivate");
m_OverlayManager.setOverlayTextUpdated(Overlay::OverlayStatusUpdate);
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);
// SOPS 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.
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 = m_Preferences->gameOptimizations;
break;
}
}
QString rtspSessionUrl;
try {
NvHTTP http(m_Computer);
if (m_Computer->currentGameId != 0) {
http.resumeApp(&m_StreamConfig, rtspSessionUrl);
}
else {
http.launchApp(m_App.id, &m_StreamConfig,
enableGameOptimizations,
m_Preferences->playAudioOnHost,
m_InputHandler->getAttachedGamepadMask(),
rtspSessionUrl);
}
} catch (const GfeHttpResponseException& e) {
emit displayLaunchError(tr("GeForce Experience 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();
// 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 {
// isReachableOverVpn() does network I/O, so we only attempt to check
// VPN reachability if we've already contacted the PC successfully
if (m_Computer->isReachableOverVpn()) {
// It looks like our route to this PC is over a VPN.
// 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;
}
else {
m_StreamConfig.streamingRemotely = STREAM_CFG_AUTO;
m_StreamConfig.packetSize = 1392;
}
}
int err = LiStartConnection(&hostInfo, &m_StreamConfig, &k_ConnCallbacks,
&m_VideoCallbacks,
m_AudioDisabled ? nullptr : &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);
}
bool Session::getAndClearPendingIdrFrameStatus()
{
return SDL_AtomicSet(&m_NeedsIdr, 0);
}
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(int displayOriginX, int displayOriginY)
{
m_DisplayOriginX = displayOriginX;
m_DisplayOriginY = displayOriginY;
// 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_Computer,
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);
m_Window = SDL_CreateWindow("Moonlight",
x,
y,
width,
height,
SDL_WINDOW_ALLOW_HIGHDPI | StreamUtils::getPlatformWindowFlags());
if (!m_Window) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateWindow() failed with platform flags: %s",
SDL_GetError());
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());
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
}
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
// For non-full screen windows, call getWindowDimensions()
// again after creating a window to allow it to account
// for window chrome size.
if (!m_IsFullScreen) {
getWindowDimensions(x, y, width, height);
// We must set the size before the position because centering
// won't work unless it knows the final size of the window.
SDL_SetWindowSize(m_Window, width, height);
SDL_SetWindowPosition(m_Window, x, y);
// 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);
}
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);
// 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_HIDE_CURSOR:
SDL_ShowCursor(SDL_DISABLE);
break;
case SDL_CODE_SHOW_CURSOR:
SDL_ShowCursor(SDL_ENABLE);
break;
case SDL_CODE_UNCAPTURE_MOUSE:
SDL_CaptureMouse(SDL_FALSE);
break;
case SDL_CODE_FLUSH_WINDOW_EVENT_BARRIER:
m_FlushingWindowEventsRef--;
break;
case SDL_CODE_GAMECONTROLLER_RUMBLE:
m_InputHandler->rumble((unsigned short)(uintptr_t)event.user.data1,
(unsigned short)((uintptr_t)event.user.data2 >> 16),
(unsigned short)((uintptr_t)event.user.data2 & 0xFFFF));
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) {
// 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
// Complete any repositioning that was deferred until
// the resize from full-screen to windowed had completed.
// If we try to do this immediately, the resize won't take effect
// properly on Windows.
if (m_PendingWindowedTransition) {
m_PendingWindowedTransition = false;
int x, y, width, height;
getWindowDimensions(x, y, width, height);
SDL_SetWindowSize(m_Window, width, height);
SDL_SetWindowPosition(m_Window, x, y);
}
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;
}
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
SDL_AtomicSet(&m_NeedsIdr, 1);
// 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;
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);
// 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));
}