[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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@@ -2,7 +2,7 @@
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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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@@ -12,8 +12,8 @@
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#include <memory>
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/graphics_system.h"
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#include "xenia/ui/vulkan/vulkan_context.h"
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namespace xe {
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namespace gpu {
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@@ -29,26 +29,11 @@ class VulkanGraphicsSystem : public GraphicsSystem {
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std::string name() const override { return "Vulkan - obsolete"; }
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X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
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ui::Window* target_window) override;
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void Shutdown() override;
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std::unique_ptr<xe::ui::RawImage> Capture() override;
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ui::WindowedAppContext* app_context,
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bool is_surface_required) override;
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private:
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VkResult CreateCaptureBuffer(VkCommandBuffer cmd, VkExtent2D extents);
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void DestroyCaptureBuffer();
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std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
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void Swap(xe::ui::UIEvent* e) override;
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xe::ui::vulkan::VulkanDevice* device_ = nullptr;
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xe::ui::vulkan::VulkanContext* display_context_ = nullptr;
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VkCommandPool command_pool_ = nullptr;
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VkBuffer capture_buffer_ = nullptr;
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VkDeviceMemory capture_buffer_memory_ = nullptr;
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VkDeviceSize capture_buffer_size_ = 0;
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};
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} // namespace vulkan
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