[UI] Image post-processing and full presentation/window rework
[GPU] Add FXAA post-processing [UI] Add FidelityFX FSR and CAS post-processing [UI] Add blue noise dithering from 10bpc to 8bpc [GPU] Apply the DC PWL gamma ramp closer to the spec, supporting fully white color [UI] Allow the GPU CP thread to present on the host directly, bypassing the UI thread OS paint event [UI] Allow variable refresh rate (or tearing) [UI] Present the newest frame (restart) on DXGI [UI] Replace GraphicsContext with a far more advanced Presenter with more coherent surface connection and UI overlay state management [UI] Connect presentation to windows via the Surface class, not native window handles [Vulkan] Switch to simpler Vulkan setup with no instance/device separation due to interdependencies and to pass fewer objects around [Vulkan] Lower the minimum required Vulkan version to 1.0 [UI/GPU] Various cleanup, mainly ComPtr usage [UI] Support per-monitor DPI awareness v2 on Windows [UI] DPI-scale Dear ImGui [UI] Replace the remaining non-detachable window delegates with unified window event and input listeners [UI] Allow listeners to safely destroy or close the window, and to register/unregister listeners without use-after-free and the ABA problem [UI] Explicit Z ordering of input listeners and UI overlays, top-down for input, bottom-up for drawing [UI] Add explicit window lifecycle phases [UI] Replace Window virtual functions with explicit desired state, its application, actual state, its feedback [UI] GTK: Apply the initial size to the drawing area [UI] Limit internal UI frame rate to that of the monitor [UI] Hide the cursor using a timer instead of polling due to no repeated UI thread paints with GPU CP thread presentation, and only within the window
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@@ -2,7 +2,7 @@
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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@@ -86,6 +86,10 @@ class ConfigVar : public CommandVar<T>, virtual public IConfigVar {
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void LoadGameConfigValue(std::shared_ptr<cpptoml::base> result) override;
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void SetConfigValue(T val);
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void SetGameConfigValue(T val);
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// Changes the actual value used to the one specified, and also makes it the
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// one that will be stored when the global config is written next time. After
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// overriding, however, the next game config loaded may still change it.
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void OverrideConfigValue(T val);
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private:
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std::string category_;
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@@ -260,6 +264,16 @@ void ConfigVar<T>::SetGameConfigValue(T val) {
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UpdateValue();
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}
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template <class T>
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void ConfigVar<T>::OverrideConfigValue(T val) {
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config_value_ = std::make_unique<T>(val);
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// The user explicitly changes the value at runtime and wants it to take
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// effect immediately. Drop everything with a higher priority. The next game
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// config load, however, may still change it.
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game_config_value_.reset();
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this->commandline_value_.reset();
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UpdateValue();
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}
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template <class T>
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void ConfigVar<T>::ResetConfigValueToDefault() {
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SetConfigValue(this->default_value_);
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}
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@@ -373,6 +387,28 @@ ICommandVar* define_cmdvar(const char* name, T* default_value,
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extern type name; \
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}
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#define ACCESS_CVar(name) (*cv::cv_##name)
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// dynamic_cast is needed because of virtual inheritance.
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#define OVERRIDE_CVar(name, type, value) \
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dynamic_cast<cvar::ConfigVar<type>*>(&ACCESS_CVar(name)) \
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->OverrideConfigValue(value);
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#define OVERRIDE_bool(name, value) OVERRIDE_CVar(name, bool, value)
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#define OVERRIDE_int32(name, value) OVERRIDE_CVar(name, int32_t, value)
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#define OVERRIDE_uint32(name, value) OVERRIDE_CVar(name, uint32_t, value)
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#define OVERRIDE_uint64(name, value) OVERRIDE_CVar(name, uint64_t, value)
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#define OVERRIDE_double(name, value) OVERRIDE_CVar(name, double, value)
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#define OVERRIDE_string(name, value) OVERRIDE_CVar(name, std::string, value)
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#define OVERRIDE_path(name, value) \
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OVERRIDE_CVar(name, std::filesystem::path, value)
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// Interface for changing the default value of a variable with auto-upgrading of
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// users' configs (to distinguish between a leftover old default and an explicit
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// override), without having to rename the variable.
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