[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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@@ -215,7 +215,7 @@ D3D12RenderTargetCache::~D3D12RenderTargetCache() { Shutdown(true); }
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bool D3D12RenderTargetCache::Initialize() {
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const ui::d3d12::D3D12Provider& provider =
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command_processor_.GetD3D12Context().GetD3D12Provider();
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command_processor_.GetD3D12Provider();
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ID3D12Device* device = provider.GetDevice();
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if (cvars::render_target_path_d3d12 == "rtv") {
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@@ -1298,7 +1298,7 @@ bool D3D12RenderTargetCache::Update(bool is_rasterization_done,
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void D3D12RenderTargetCache::WriteEdramRawSRVDescriptor(
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D3D12_CPU_DESCRIPTOR_HANDLE handle) {
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const ui::d3d12::D3D12Provider& provider =
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command_processor_.GetD3D12Context().GetD3D12Provider();
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command_processor_.GetD3D12Provider();
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ID3D12Device* device = provider.GetDevice();
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device->CopyDescriptorsSimple(
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1, handle,
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@@ -1311,7 +1311,7 @@ void D3D12RenderTargetCache::WriteEdramRawSRVDescriptor(
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void D3D12RenderTargetCache::WriteEdramRawUAVDescriptor(
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D3D12_CPU_DESCRIPTOR_HANDLE handle) {
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const ui::d3d12::D3D12Provider& provider =
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command_processor_.GetD3D12Context().GetD3D12Provider();
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command_processor_.GetD3D12Provider();
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ID3D12Device* device = provider.GetDevice();
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device->CopyDescriptorsSimple(
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1, handle,
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@@ -1339,7 +1339,7 @@ void D3D12RenderTargetCache::WriteEdramUintPow2SRVDescriptor(
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return;
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}
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const ui::d3d12::D3D12Provider& provider =
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command_processor_.GetD3D12Context().GetD3D12Provider();
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command_processor_.GetD3D12Provider();
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ID3D12Device* device = provider.GetDevice();
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device->CopyDescriptorsSimple(
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1, handle,
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@@ -1366,7 +1366,7 @@ void D3D12RenderTargetCache::WriteEdramUintPow2UAVDescriptor(
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return;
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}
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const ui::d3d12::D3D12Provider& provider =
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command_processor_.GetD3D12Context().GetD3D12Provider();
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command_processor_.GetD3D12Provider();
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ID3D12Device* device = provider.GetDevice();
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device->CopyDescriptorsSimple(
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1, handle,
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@@ -1668,8 +1668,9 @@ bool D3D12RenderTargetCache::InitializeTraceSubmitDownloads() {
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ui::d3d12::util::FillBufferResourceDesc(edram_snapshot_download_buffer_desc,
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xenos::kEdramSizeBytes,
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D3D12_RESOURCE_FLAG_NONE);
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auto& provider = command_processor_.GetD3D12Context().GetD3D12Provider();
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auto device = provider.GetDevice();
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const ui::d3d12::D3D12Provider& provider =
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command_processor_.GetD3D12Provider();
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ID3D12Device* device = provider.GetDevice();
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if (FAILED(device->CreateCommittedResource(
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&ui::d3d12::util::kHeapPropertiesReadback,
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provider.GetHeapFlagCreateNotZeroed(),
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@@ -1721,7 +1722,8 @@ void D3D12RenderTargetCache::RestoreEdramSnapshot(const void* snapshot) {
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// Create the buffer - will be used for copying to either a 32-bit 1280x2048
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// render target or the EDRAM buffer.
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auto& provider = command_processor_.GetD3D12Context().GetD3D12Provider();
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const ui::d3d12::D3D12Provider& provider =
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command_processor_.GetD3D12Provider();
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if (!edram_snapshot_restore_pool_) {
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edram_snapshot_restore_pool_ =
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std::make_unique<ui::d3d12::D3D12UploadBufferPool>(
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@@ -1966,8 +1968,7 @@ DXGI_FORMAT D3D12RenderTargetCache::GetDepthSRVStencilDXGIFormat(
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RenderTargetCache::RenderTarget* D3D12RenderTargetCache::CreateRenderTarget(
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RenderTargetKey key) {
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ID3D12Device* device =
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command_processor_.GetD3D12Context().GetD3D12Provider().GetDevice();
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ID3D12Device* device = command_processor_.GetD3D12Provider().GetDevice();
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D3D12_RESOURCE_DESC resource_desc;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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@@ -4345,8 +4346,7 @@ D3D12RenderTargetCache::GetOrCreateTransferPipelines(TransferShaderKey key) {
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// ***************************************************************************
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ID3D12PipelineState* const* pipelines;
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ID3D12Device* device =
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command_processor_.GetD3D12Context().GetD3D12Provider().GetDevice();
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ID3D12Device* device = command_processor_.GetD3D12Provider().GetDevice();
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D3D12_INPUT_ELEMENT_DESC pipeline_input_element_desc;
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pipeline_input_element_desc.SemanticName = "POSITION";
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pipeline_input_element_desc.SemanticIndex = 0;
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@@ -4516,7 +4516,7 @@ void D3D12RenderTargetCache::PerformTransfersAndResolveClears(
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assert_true(GetPath() == Path::kHostRenderTargets);
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const ui::d3d12::D3D12Provider& provider =
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command_processor_.GetD3D12Context().GetD3D12Provider();
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command_processor_.GetD3D12Provider();
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ID3D12Device* device = provider.GetDevice();
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uint64_t current_submission = command_processor_.GetCurrentSubmission();
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DeferredCommandList& command_list =
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@@ -6476,8 +6476,8 @@ ID3D12PipelineState* D3D12RenderTargetCache::GetOrCreateDumpPipeline(
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// Pipeline
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// ***************************************************************************
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ID3D12PipelineState* pipeline = ui::d3d12::util::CreateComputePipeline(
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command_processor_.GetD3D12Context().GetD3D12Provider().GetDevice(),
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built_shader_.data(), built_shader_size_bytes,
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command_processor_.GetD3D12Provider().GetDevice(), built_shader_.data(),
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built_shader_size_bytes,
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key.is_depth ? dump_root_signature_depth_ : dump_root_signature_color_);
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const char* format_name =
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key.is_depth
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@@ -6561,7 +6561,7 @@ void D3D12RenderTargetCache::DumpRenderTargets(uint32_t dump_base,
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// 32bpp and 64bpp.
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size_t edram_uav_indices[2] = {SIZE_MAX, SIZE_MAX};
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const ui::d3d12::D3D12Provider& provider =
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command_processor_.GetD3D12Context().GetD3D12Provider();
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command_processor_.GetD3D12Provider();
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if (!bindless_resources_used_) {
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if (any_sources_32bpp_64bpp[0]) {
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edram_uav_indices[0] = current_temporary_descriptors_cpu_.size();
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