[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 2015 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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@@ -19,23 +19,25 @@
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namespace xe {
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namespace ui {
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class ImGuiDialog : private WindowListener {
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class ImGuiDialog {
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public:
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~ImGuiDialog();
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// Shows a simple message box containing a text message.
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// Callers can want for the dialog to close with Wait().
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// Dialogs retain themselves and will delete themselves when closed.
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static ImGuiDialog* ShowMessageBox(Window* window, std::string title,
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std::string body);
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static ImGuiDialog* ShowMessageBox(ImGuiDrawer* imgui_drawer,
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std::string title, std::string body);
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// A fence to signal when the dialog is closed.
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void Then(xe::threading::Fence* fence);
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protected:
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ImGuiDialog(Window* window);
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void Draw();
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Window* window() const { return window_; }
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protected:
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ImGuiDialog(ImGuiDrawer* imgui_drawer);
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ImGuiDrawer* imgui_drawer() const { return imgui_drawer_; }
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ImGuiIO& GetIO();
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// Closes the dialog and returns to any waiters.
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@@ -46,10 +48,7 @@ class ImGuiDialog : private WindowListener {
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virtual void OnDraw(ImGuiIO& io) {}
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private:
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void OnPaint(UIEvent* e) override;
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Window* window_ = nullptr;
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bool had_imgui_active_ = false;
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ImGuiDrawer* imgui_drawer_ = nullptr;
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bool has_close_pending_ = false;
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std::vector<xe::threading::Fence*> waiting_fences_;
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};
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