[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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@@ -13,26 +13,27 @@
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#include "xenia/base/assert.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/ui/vulkan/vulkan_device.h"
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#include "xenia/ui/vulkan/vulkan_util.h"
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namespace xe {
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namespace gpu {
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namespace vulkan {
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using xe::ui::vulkan::CheckResult;
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using xe::ui::vulkan::util::CheckResult;
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VulkanShader::VulkanShader(ui::vulkan::VulkanDevice* device,
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VulkanShader::VulkanShader(const ui::vulkan::VulkanProvider& provider,
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xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count)
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: Shader(shader_type, data_hash, dword_ptr, dword_count), device_(device) {}
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: Shader(shader_type, data_hash, dword_ptr, dword_count),
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provider_(provider) {}
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VulkanShader::VulkanTranslation::~VulkanTranslation() {
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if (shader_module_) {
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const VulkanShader& vulkan_shader = static_cast<VulkanShader&>(shader());
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const ui::vulkan::VulkanDevice* device = vulkan_shader.device_;
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const ui::vulkan::VulkanDevice::DeviceFunctions& dfn = device->dfn();
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dfn.vkDestroyShaderModule(*device, shader_module_, nullptr);
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const ui::vulkan::VulkanProvider& provider =
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static_cast<VulkanShader&>(shader()).provider_;
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const ui::vulkan::VulkanProvider::DeviceFunctions& dfn = provider.dfn();
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VkDevice device = provider.device();
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dfn.vkDestroyShaderModule(device, shader_module_, nullptr);
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shader_module_ = nullptr;
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}
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}
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@@ -42,8 +43,9 @@ bool VulkanShader::VulkanTranslation::Prepare() {
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assert_true(is_valid());
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const VulkanShader& vulkan_shader = static_cast<VulkanShader&>(shader());
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const ui::vulkan::VulkanDevice* device = vulkan_shader.device_;
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const ui::vulkan::VulkanDevice::DeviceFunctions& dfn = device->dfn();
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const ui::vulkan::VulkanProvider& provider = vulkan_shader.provider_;
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const ui::vulkan::VulkanProvider::DeviceFunctions& dfn = provider.dfn();
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VkDevice device = provider.device();
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// Create the shader module.
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VkShaderModuleCreateInfo shader_info;
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@@ -54,7 +56,7 @@ bool VulkanShader::VulkanTranslation::Prepare() {
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shader_info.pCode =
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reinterpret_cast<const uint32_t*>(translated_binary().data());
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auto status =
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dfn.vkCreateShaderModule(*device, &shader_info, nullptr, &shader_module_);
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dfn.vkCreateShaderModule(device, &shader_info, nullptr, &shader_module_);
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CheckResult(status, "vkCreateShaderModule");
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char type_char;
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@@ -68,10 +70,10 @@ bool VulkanShader::VulkanTranslation::Prepare() {
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default:
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type_char = 'u';
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}
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device->DbgSetObjectName(uint64_t(shader_module_),
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VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT,
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fmt::format("S({}): {:016X}", type_char,
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vulkan_shader.ucode_data_hash()));
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provider.SetDeviceObjectName(
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VK_OBJECT_TYPE_SHADER_MODULE, uint64_t(shader_module_),
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fmt::format("S({}): {:016X}", type_char, vulkan_shader.ucode_data_hash())
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.c_str());
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return status == VK_SUCCESS;
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}
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