[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:
@@ -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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@@ -38,7 +38,7 @@ uint8_t* D3D12UploadBufferPool::Request(
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return nullptr;
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}
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if (buffer_out) {
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*buffer_out = page->buffer_;
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*buffer_out = page->buffer_.Get();
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}
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if (offset_out) {
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*offset_out = offset;
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@@ -61,7 +61,7 @@ uint8_t* D3D12UploadBufferPool::RequestPartial(
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return nullptr;
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}
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if (buffer_out) {
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*buffer_out = page->buffer_;
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*buffer_out = page->buffer_.Get();
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}
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if (offset_out) {
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*offset_out = offset;
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@@ -80,7 +80,7 @@ D3D12UploadBufferPool::CreatePageImplementation() {
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D3D12_RESOURCE_DESC buffer_desc;
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util::FillBufferResourceDesc(buffer_desc, page_size_,
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D3D12_RESOURCE_FLAG_NONE);
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ID3D12Resource* buffer;
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Microsoft::WRL::ComPtr<ID3D12Resource> buffer;
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if (FAILED(provider_.GetDevice()->CreateCommittedResource(
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&util::kHeapPropertiesUpload, provider_.GetHeapFlagCreateNotZeroed(),
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&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
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@@ -97,24 +97,16 @@ D3D12UploadBufferPool::CreatePageImplementation() {
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buffer->Release();
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return nullptr;
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}
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D3D12Page* page = new D3D12Page(buffer, mapping);
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// Owned by the page now.
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buffer->Release();
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return page;
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// Unmapping will be done implicitly when the resource is destroyed.
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return new D3D12Page(buffer.Get(), mapping);
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}
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D3D12UploadBufferPool::D3D12Page::D3D12Page(ID3D12Resource* buffer,
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void* mapping)
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: buffer_(buffer), mapping_(mapping) {
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buffer_->AddRef();
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gpu_address_ = buffer_->GetGPUVirtualAddress();
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}
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D3D12UploadBufferPool::D3D12Page::~D3D12Page() {
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// Unmapping is done implicitly when the buffer is destroyed.
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buffer_->Release();
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}
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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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