[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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@@ -23,31 +23,20 @@ NullGraphicsSystem::~NullGraphicsSystem() {}
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X_STATUS NullGraphicsSystem::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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bool is_surface_required) {
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// This is a null graphics system, but we still setup vulkan because UI needs
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// it through us :|
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provider_ = xe::ui::vulkan::VulkanProvider::Create();
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return GraphicsSystem::Setup(processor, kernel_state, target_window);
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provider_ = xe::ui::vulkan::VulkanProvider::Create(is_surface_required);
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return GraphicsSystem::Setup(processor, kernel_state, app_context,
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is_surface_required);
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}
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void NullGraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
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std::unique_ptr<CommandProcessor> NullGraphicsSystem::CreateCommandProcessor() {
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return std::unique_ptr<CommandProcessor>(
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new NullCommandProcessor(this, kernel_state_));
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}
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void NullGraphicsSystem::Swap(xe::ui::UIEvent* e) {
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if (!command_processor_) {
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return;
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}
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auto& swap_state = command_processor_->swap_state();
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std::lock_guard<std::mutex> lock(swap_state.mutex);
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swap_state.pending = false;
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}
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} // namespace null
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} // namespace gpu
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} // namespace xe
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