[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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@@ -2,13 +2,19 @@
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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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#include "xenia/gpu/graphics_system.h"
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <mutex>
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#include <utility>
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#include "xenia/base/byte_stream.h"
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#include "xenia/base/clock.h"
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#include "xenia/base/logging.h"
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@@ -48,70 +54,40 @@ GraphicsSystem::~GraphicsSystem() = default;
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X_STATUS GraphicsSystem::Setup(cpu::Processor* processor,
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kernel::KernelState* kernel_state,
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ui::Window* target_window) {
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ui::WindowedAppContext* app_context,
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[[maybe_unused]] bool is_surface_required) {
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memory_ = processor->memory();
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processor_ = processor;
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kernel_state_ = kernel_state;
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target_window_ = target_window;
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app_context_ = app_context;
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// Initialize display and rendering context.
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// This must happen on the UI thread.
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std::unique_ptr<xe::ui::GraphicsContext> processor_context = nullptr;
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if (provider_) {
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// Setup the context the command processor will do all its drawing in.
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bool contexts_initialized = true;
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processor_context = provider()->CreateOffscreenContext();
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if (processor_context) {
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if (target_window_) {
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if (!target_window_->app_context().CallInUIThreadSynchronous([&]() {
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// Create the context used for presentation.
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assert_null(target_window->context());
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target_window_->set_context(
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provider_->CreateContext(target_window_));
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})) {
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contexts_initialized = false;
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}
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}
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// Safe if either the UI thread call or the presenter creation fails.
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if (app_context_) {
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app_context_->CallInUIThreadSynchronous([this]() {
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presenter_ = provider_->CreatePresenter(
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[this](bool is_responsible, bool statically_from_ui_thread) {
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OnHostGpuLossFromAnyThread(is_responsible);
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});
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});
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} else {
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contexts_initialized = false;
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}
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if (!contexts_initialized) {
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xe::FatalError(
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"Unable to initialize graphics context. Xenia requires Vulkan "
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"support.\n"
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"\n"
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"Ensure you have the latest drivers for your GPU and "
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"that it supports Vulkan.\n"
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"\n"
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"See https://xenia.jp/faq/ for more information and a list of "
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"supported GPUs.");
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return X_STATUS_UNSUCCESSFUL;
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// May be needed for offscreen use, such as capturing the guest output
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// image.
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presenter_ = provider_->CreatePresenter(
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[this](bool is_responsible, bool statically_from_ui_thread) {
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OnHostGpuLossFromAnyThread(is_responsible);
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});
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}
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}
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// Create command processor. This will spin up a thread to process all
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// incoming ringbuffer packets.
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command_processor_ = CreateCommandProcessor();
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if (!command_processor_->Initialize(std::move(processor_context))) {
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if (!command_processor_->Initialize()) {
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XELOGE("Unable to initialize command processor");
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return X_STATUS_UNSUCCESSFUL;
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}
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if (target_window) {
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command_processor_->set_swap_request_handler(
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[this]() { target_window_->Invalidate(); });
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// Watch for paint requests to do our swap.
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target_window->on_painting.AddListener(
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[this](xe::ui::UIEvent* e) { Swap(e); });
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// Watch for context lost events.
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target_window->on_context_lost.AddListener(
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[this](xe::ui::UIEvent* e) { Reset(); });
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} else {
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command_processor_->set_swap_request_handler([]() {});
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}
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// Let the processor know we want register access callbacks.
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memory_->AddVirtualMappedRange(
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0x7FC80000, 0xFFFF0000, 0x0000FFFF, this,
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@@ -152,6 +128,7 @@ void GraphicsSystem::Shutdown() {
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if (command_processor_) {
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EndTracing();
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command_processor_->Shutdown();
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command_processor_.reset();
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}
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if (vsync_worker_thread_) {
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@@ -159,13 +136,35 @@ void GraphicsSystem::Shutdown() {
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vsync_worker_thread_->Wait(0, 0, 0, nullptr);
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vsync_worker_thread_.reset();
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}
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if (presenter_) {
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if (app_context_) {
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app_context_->CallInUIThreadSynchronous([this]() { presenter_.reset(); });
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}
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// If there's no app context (thus the presenter is owned by the thread that
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// initialized the GraphicsSystem) or can't be queueing UI thread calls
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// anymore, shutdown anyway.
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presenter_.reset();
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}
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provider_.reset();
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}
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void GraphicsSystem::Reset() {
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// TODO(DrChat): Reset the system.
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XELOGI("Context lost; Reset invoked");
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Shutdown();
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void GraphicsSystem::OnHostGpuLossFromAnyThread(
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[[maybe_unused]] bool is_responsible) {
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// TODO(Triang3l): Somehow gain exclusive ownership of the Provider (may be
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// used by the command processor, the presenter, and possibly anything else,
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// it's considered free-threaded, except for lifetime management which will be
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// involved in this case) and reset it so a new host GPU API device is
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// created. Then ask the command processor to reset itself in its thread, and
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// ask the UI thread to reset the Presenter (the UI thread manages its
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// lifetime - but if there's no WindowedAppContext, either don't reset it as
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// in this case there's no user who needs uninterrupted gameplay, or somehow
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// protect it with a mutex so any thread can be considered a UI thread and
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// reset).
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if (host_gpu_loss_reported_.test_and_set(std::memory_order_relaxed)) {
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return;
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}
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xe::FatalError("Graphics device lost (probably due to an internal error)");
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}
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