[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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src/xenia/gpu/shaders/apply_gamma_table.hlsli
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23
src/xenia/gpu/shaders/apply_gamma_table.hlsli
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// float XeApplyGammaGetAlpha(float3 color) needs to be specified externally.
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cbuffer XeApplyGammaRampConstants : register(b0) {
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uint2 xe_apply_gamma_size;
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};
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RWTexture2D<unorm float4> xe_apply_gamma_dest : register(u0);
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Texture2D<float3> xe_apply_gamma_source : register(t0);
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Buffer<float3> xe_apply_gamma_ramp : register(t1);
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[numthreads(8, 8, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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[branch] if (any(xe_thread_id.xy >= xe_apply_gamma_size)) {
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return;
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}
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// UNORM conversion according to the Direct3D 10+ rules.
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uint3 input = uint3(xe_apply_gamma_source[xe_thread_id.xy] * 255.0f + 0.5f);
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// The ramp is BGR, not RGB.
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float3 output = float3(xe_apply_gamma_ramp[input.r].b,
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xe_apply_gamma_ramp[input.g].g,
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xe_apply_gamma_ramp[input.b].r);
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xe_apply_gamma_dest[xe_thread_id.xy] =
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float4(output, XeApplyGammaGetAlpha(output));
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}
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