[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
This commit is contained in:
Triang3l
2022-01-29 13:22:03 +03:00
parent 372bdd3ec9
commit fe3f0f26e4
428 changed files with 75942 additions and 18360 deletions

View File

@@ -15,7 +15,8 @@
#include "xenia/base/cvar.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/ui/d3d12/d3d12_context.h"
#include "xenia/ui/d3d12/d3d12_immediate_drawer.h"
#include "xenia/ui/d3d12/d3d12_presenter.h"
DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer.",
"D3D12");
@@ -77,6 +78,14 @@ D3D12Provider::~D3D12Provider() {
dxgi_factory_->Release();
}
if (cvars::d3d12_debug && pfn_dxgi_get_debug_interface1_) {
Microsoft::WRL::ComPtr<IDXGIDebug> dxgi_debug;
if (SUCCEEDED(
pfn_dxgi_get_debug_interface1_(0, IID_PPV_ARGS(&dxgi_debug)))) {
dxgi_debug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL);
}
}
if (library_dxcompiler_ != nullptr) {
FreeLibrary(library_dxcompiler_);
}
@@ -86,9 +95,6 @@ D3D12Provider::~D3D12Provider() {
if (library_d3dcompiler_ != nullptr) {
FreeLibrary(library_d3dcompiler_);
}
if (library_dcomp_ != nullptr) {
FreeLibrary(library_dcomp_);
}
if (library_d3d12_ != nullptr) {
FreeLibrary(library_d3d12_);
}
@@ -120,9 +126,8 @@ bool D3D12Provider::Initialize() {
// Load the core libraries.
library_dxgi_ = LoadLibraryW(L"dxgi.dll");
library_d3d12_ = LoadLibraryW(L"D3D12.dll");
library_dcomp_ = LoadLibraryW(L"dcomp.dll");
if (!library_dxgi_ || !library_d3d12_ || !library_dcomp_) {
XELOGE("Failed to load dxgi.dll, D3D12.dll or dcomp.dll");
if (!library_dxgi_ || !library_d3d12_) {
XELOGE("Failed to load dxgi.dll or D3D12.dll");
return false;
}
bool libraries_loaded = true;
@@ -143,12 +148,8 @@ bool D3D12Provider::Initialize() {
(pfn_d3d12_serialize_root_signature_ = PFN_D3D12_SERIALIZE_ROOT_SIGNATURE(
GetProcAddress(library_d3d12_, "D3D12SerializeRootSignature"))) !=
nullptr;
libraries_loaded &=
(pfn_dcomposition_create_device_ = PFNDCompositionCreateDevice(
GetProcAddress(library_dcomp_, "DCompositionCreateDevice"))) !=
nullptr;
if (!libraries_loaded) {
XELOGE("Failed to get DXGI, Direct3D 12 or DirectComposition functions");
XELOGE("Failed to get DXGI or Direct3D 12 functions");
return false;
}
@@ -470,23 +471,13 @@ bool D3D12Provider::Initialize() {
return true;
}
std::unique_ptr<GraphicsContext> D3D12Provider::CreateContext(
Window* target_window) {
auto new_context =
std::unique_ptr<D3D12Context>(new D3D12Context(this, target_window));
if (!new_context->Initialize()) {
return nullptr;
}
return std::unique_ptr<GraphicsContext>(new_context.release());
std::unique_ptr<Presenter> D3D12Provider::CreatePresenter(
Presenter::HostGpuLossCallback host_gpu_loss_callback) {
return D3D12Presenter::Create(host_gpu_loss_callback, *this);
}
std::unique_ptr<GraphicsContext> D3D12Provider::CreateOffscreenContext() {
auto new_context =
std::unique_ptr<D3D12Context>(new D3D12Context(this, nullptr));
if (!new_context->Initialize()) {
return nullptr;
}
return std::unique_ptr<GraphicsContext>(new_context.release());
std::unique_ptr<ImmediateDrawer> D3D12Provider::CreateImmediateDrawer() {
return D3D12ImmediateDrawer::Create(*this);
}
} // namespace d3d12