[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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@@ -87,7 +87,8 @@ PipelineCache::PipelineCache(D3D12CommandProcessor& command_processor,
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register_file_(register_file),
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render_target_cache_(render_target_cache),
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bindless_resources_used_(bindless_resources_used) {
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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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bool edram_rov_used = render_target_cache.GetPath() ==
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RenderTargetCache::Path::kPixelShaderInterlock;
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@@ -109,7 +110,8 @@ PipelineCache::PipelineCache(D3D12CommandProcessor& command_processor,
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PipelineCache::~PipelineCache() { Shutdown(); }
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bool PipelineCache::Initialize() {
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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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// Initialize the command processor thread DXIL objects.
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dxbc_converter_ = nullptr;
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@@ -414,7 +416,8 @@ void PipelineCache::InitializeShaderStorage(
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std::mutex shaders_failed_to_translate_mutex;
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std::vector<D3D12Shader::D3D12Translation*> shaders_failed_to_translate;
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auto shader_translation_thread_function = [&]() {
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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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StringBuffer ucode_disasm_buffer;
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DxbcShaderTranslator translator(
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provider.GetAdapterVendorID(), bindless_resources_used_,
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@@ -1241,7 +1244,8 @@ bool PipelineCache::TranslateAnalyzedShader(
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}
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// Disassemble the shader for dumping.
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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 (cvars::d3d12_dxbc_disasm_dxilconv) {
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translation.DisassembleDxbcAndDxil(provider, cvars::d3d12_dxbc_disasm,
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dxbc_converter, dxc_utils, dxc_compiler);
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@@ -2052,8 +2056,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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}
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// Create the D3D12 pipeline state object.
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auto device =
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command_processor_.GetD3D12Context().GetD3D12Provider().GetDevice();
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ID3D12Device* device = command_processor_.GetD3D12Provider().GetDevice();
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ID3D12PipelineState* state;
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if (FAILED(device->CreateGraphicsPipelineState(&state_desc,
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IID_PPV_ARGS(&state)))) {
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