[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:
76
src/xenia/ui/renderdoc_api.cc
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76
src/xenia/ui/renderdoc_api.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2021 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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#include "xenia/ui/renderdoc_api.h"
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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/platform.h"
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#if XE_PLATFORM_LINUX
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#include <dlfcn.h>
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#elif XE_PLATFORM_WIN32
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#include "xenia/base/platform_win.h"
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#endif
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namespace xe {
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namespace ui {
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bool RenderdocApi::Initialize() {
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Shutdown();
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pRENDERDOC_GetAPI get_api = nullptr;
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// The RenderDoc library should be already loaded into the process if
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// RenderDoc is attached - this is why RTLD_NOLOAD or GetModuleHandle instead
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// of LoadLibrary.
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#if XE_PLATFORM_LINUX
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#if XE_PLATFORM_ANDROID
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const char* librenderdoc_name = "libVkLayer_GLES_RenderDoc.so";
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#else
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const char* librenderdoc_name = "librenderdoc.so";
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#endif
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library_ = dlopen(librenderdoc_name, RTLD_NOW | RTLD_NOLOAD);
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if (library_) {
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get_api = pRENDERDOC_GetAPI(dlsym(library_, "RENDERDOC_GetAPI"));
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}
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#elif XE_PLATFORM_WIN32
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library_ = GetModuleHandleA("renderdoc.dll");
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if (library_) {
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get_api = pRENDERDOC_GetAPI(
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GetProcAddress(HMODULE(library_), "RENDERDOC_GetAPI"));
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}
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#endif
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if (!get_api) {
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Shutdown();
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return false;
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}
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// get_api will be null if RenderDoc is not attached, or the API isn't
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// available on this platform, or there was an error.
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if (!get_api || !get_api(eRENDERDOC_API_Version_1_0_0, (void**)&api_1_0_0_) ||
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!api_1_0_0_) {
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Shutdown();
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return false;
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}
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XELOGI("RenderDoc API initialized");
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return true;
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}
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void RenderdocApi::Shutdown() {
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api_1_0_0_ = nullptr;
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if (library_) {
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#if XE_PLATFORM_LINUX
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dlclose(library_);
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#endif
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// Not calling FreeLibrary on Windows as GetModuleHandle doesn't increment
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// the reference count.
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library_ = nullptr;
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}
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}
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} // namespace ui
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} // namespace xe
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