Commit graph

1,388 commits

Author SHA1 Message Date
cf652190a3 Handle joystick hotplug fallback and avoid stale gamepad matches
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2026-02-12 01:52:03 -07:00
ca41cf32cc Clean up stale detached gamepads before hotplug reattach
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2026-02-12 01:44:04 -07:00
e88be5dce2 Align input policy startup flow and fix gamepad reconnect handling
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2026-02-12 01:36:36 -07:00
3767a9eac3 Add keyboard and gamepad shortcuts for control panel
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2026-02-12 01:15:12 -07:00
8a7be971a4 Make in-stream control panel persistent and readable 2026-02-12 01:15:03 -07:00
7e9a4add09 Finalize session input policy host sync
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2026-02-12 00:38:05 -07:00
9e52a4200b Phase 4 volume
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2026-02-11 21:20:48 -07:00
f78a63ab75 Add runtime input toggles and gated input sending
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2026-02-11 17:18:53 -07:00
Cameron Gutman
6f4ced5ed6 Assume GPUs on non-x86 platforms are slow by default
This can be overriden with GL_IS_SLOW=0 at runtime
for systems with a fast GPU, though it doesn't make
much difference either way for non-KMSDRM cases.

For slower GPUs, this enables important scaling and
rendering optimizations that can substantially
improve performance (especially on fillrate-limited
GPUs common in SBCs).
2026-02-05 23:17:23 -06:00
Cameron Gutman
8795fb54f4 Fix double-free in Vulkan renderer when an overlay is disabled
Also a drive-by fix to avoid pl_tex copying
2026-02-04 23:05:01 -06:00
Cameron Gutman
5020fc6f48 Do not reset the renderer on SDL_RENDER_TARGETS_RESET
We only need to do this on a SDL_RENDER_DEVICE_RESET where we lose the whole device.

This also reverts a56efe5 since this change is not needed when handling the reset events properly.
2026-01-31 13:00:23 -06:00
Cameron Gutman
a2122e17c6 Explicitly request linear sampling in StretchRect() 2026-01-31 12:48:03 -06:00
Cameron Gutman
6bb7c8bf2a Fix blurriness of DXVA2 overlay
Also make a drive-by fix for D3DTSS_COLOROP since we don't use vertex colors.
2026-01-31 12:44:50 -06:00
Cameron Gutman
2dda65078f Remove D3D9Ex focus loss hint workaround
SDL3 doesn't suffer this bug and keeping the default SDL3 auto behavior (minimize iff in exclusive mode) is a better UX.
2026-01-30 21:07:01 -06:00
Cameron Gutman
a56efe5c36 Fix infinite renderer resets on SDL3 using direct3d renderer 2026-01-30 20:39:53 -06:00
Cameron Gutman
b7a05d73b9 Update SDLRenderer capabilities to match SDL3 behavior 2026-01-30 20:38:53 -06:00
Cameron Gutman
6d5b9e4706 Remove Windows dark mode hack since SDL3 supports it natively 2026-01-30 19:57:11 -06:00
Cameron Gutman
792f762c15 Standardize on QString::toUtf8() 2026-01-26 21:49:08 -06:00
Cameron Gutman
8c9c799f81 Fix Clazy non-pod-global-static warnings 2026-01-26 21:49:08 -06:00
Cameron Gutman
d484ec3ac8 Fix Clazy range-loop-detach warnings 2026-01-26 21:49:08 -06:00
Cameron Gutman
f5f06ae44e Remove handling for Windows versions that are no longer supported 2026-01-26 20:04:15 -06:00
Cameron Gutman
cd9aceb62c Disable D3D11VA texture sharing on known broken GPUs 2026-01-26 19:37:43 -06:00
Cameron Gutman
e4be57db5d Remove superfluous Session checks in prepareToRender()
prepareToRender() is only called with a live Session.
2026-01-26 18:17:14 -06:00
Cameron Gutman
64fea80ac9 Create the SystemProperties test window on the main thread 2026-01-25 17:10:04 -06:00
Cameron Gutman
1e825c85e5 Optimize render to decode fence usage to reduce pipeline bubbles 2026-01-19 18:38:38 -06:00
Cameron Gutman
a0a4c1ea83 Use decoder texture binding by default when using separate devices
This significantly improves performance on Ryzen 3300U and should generally perform equal or better everywhere.

This decoder->SRV path has been prone to driver bugs, so we may need to adjust this logic if driver issues crop up.
2026-01-19 16:46:50 -06:00
Cameron Gutman
b5e7dec378 Fix D2R fence initial value
Fixes synchronization of the first decoded frame
2026-01-19 16:10:02 -06:00
Cameron Gutman
adbd19e6fa Remove the previous frame rendered fence
- Waiting on this fence prior to rendering introduces pipeline bubbles which can impact rendering performance on low-end GPUs
- Pacer simply waiting to release the previous frame until after the current frame is rendered already means any decoder stall should be very short
2026-01-19 16:01:50 -06:00
Cameron Gutman
02a86167da Disable separate decoder devices for non-Intel FL11.0 GPUs 2026-01-19 15:08:14 -06:00
Cameron Gutman
a739c1cef8 Fix D3D11 fence sharing without monitored fence support 2026-01-19 14:53:23 -06:00
Cameron Gutman
f6e08f8a43 Use separate render and decode D3D11Devices
See #1424
2026-01-19 14:25:08 -06:00
Cameron Gutman
218ffc2d55 Set explicit scaling mode for all SDL textures 2026-01-17 02:34:54 -06:00
Cameron Gutman
0f49dca4c0 Use GL_NEAREST when possible without degrading quality 2026-01-17 02:23:28 -06:00
Cameron Gutman
30274f3ae8 Don't keep the dummy renderer alive for EGLRenderer's lifetime
At best, it doesn't do anything other than some queue some viewport
changes via SDL_RendererEventWatch(). At worst, it can race with
the render thread and cause trouble.
2026-01-17 01:06:41 -06:00
Cameron Gutman
66a30c66f3 Use EOS to force decoder test frame output 2026-01-16 01:08:51 -06:00
Cameron Gutman
198a208b44 Clamp property values when restoring them 2026-01-14 23:26:46 -06:00
Cameron Gutman
d865c77975 Crop the incoming frames if they deviate slightly from the expected size
Fixes #1466
2026-01-11 20:58:48 -06:00
Cameron Gutman
cd13910e6c Add support for YUV 4:4:4 in DXVA2
We get it basically for free now that we let FFmpeg handle the heavy lifting.
2026-01-11 20:55:46 -06:00
Cameron Gutman
b8e9262b1b Replace deprecated DXVA2 initialization with standard hwaccel init
- Avoids requiring a hardcoded number of frames (and creating surfaces ourselves)
- Removes a ton of unnecessary code that's duplicated in FFmpeg
- Supports dynamic frame sizes, formats, and color conversion
- Supports frame cropping in FFmpeg
2026-01-11 17:46:13 -06:00
Cameron Gutman
c14ebb1ad7 Adjust buffer count for hwaccel and v4l2m2m decoders
- For hwaccel decoders, don't depend on FFmpeg's 4 working surfaces.
  The decoders might need one or more of them internally.

- For V4L2M2M decoders, adjust the buffer counts to match our needs
  and requirements regarding Pacer-held frames.
2026-01-11 14:18:22 -06:00
Cameron Gutman
d3957b3cbb Fix race condition where a separate test decoder could ingest a real frame 2026-01-11 13:41:12 -06:00
Cameron Gutman
a8e8efb17b Don't blend the source surface when blitting 2026-01-11 12:35:55 -06:00
Cameron Gutman
75adc22d05 Blit the new overlay in one shot if it entirely covers the old one 2026-01-11 12:28:22 -06:00
Cameron Gutman
6f8e517ce1 Remove unused field 2026-01-11 01:46:17 -06:00
Cameron Gutman
09f8e7117b Fix incorrect src pixel offset in overlay composition
Currently harmless because no overlay has a non-zero X coordinate.
2026-01-11 01:40:32 -06:00
Cameron Gutman
88719cc8bf Use FB_DAMAGE_CLIPS instead of drmModeDirtyFB() 2026-01-11 01:15:28 -06:00
Cameron Gutman
3ea62c0800 Call drmModeDirtyFB() for the modified composition regions 2026-01-10 23:53:07 -06:00
Cameron Gutman
7643cc929e Implement DRM overlay composition
This allows overlays to work on drivers that only have one usable
overlay plane and when we are using the primary plane (which often
must be exactly CRTC-sized) to overlay on top of a video underlay.
2026-01-10 23:40:12 -06:00
Cameron Gutman
a58d3cfe39 Fix D3D11 copy path 2026-01-10 19:11:25 -06:00
Cameron Gutman
b41c4022ea Ensure there are enough hwframes for Pacer 2026-01-10 18:13:49 -06:00