[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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src/xenia/ui/shaders/xesl.xesli
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src/xenia/ui/shaders/xesl.xesli
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#ifndef XENIA_UI_SHADERS_XESL_XESLI_
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#define XENIA_UI_SHADERS_XESL_XESLI_
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// XESL_LANGUAGE_GLSL / HLSL are expected to be defined via compiler arguments.
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// Vectors.
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#if XESL_LANGUAGE_GLSL
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#define xesl_bool2 bvec2
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#define xesl_bool3 bvec3
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#define xesl_bool4 bvec4
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#define xesl_int2 ivec2
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#define xesl_int3 ivec3
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#define xesl_int4 ivec4
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#define xesl_uint2 uvec2
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#define xesl_uint3 uvec3
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#define xesl_uint4 uvec4
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#define xesl_float2 vec2
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#define xesl_float3 vec3
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#define xesl_float4 vec4
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#else
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#define xesl_bool2 bool2
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#define xesl_bool3 bool3
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#define xesl_bool4 bool4
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#define xesl_int2 int2
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#define xesl_int3 int3
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#define xesl_int4 int4
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#define xesl_uint2 uint2
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#define xesl_uint3 uint3
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#define xesl_uint4 uint4
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#define xesl_float2 float2
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#define xesl_float3 float3
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#define xesl_float4 float4
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#endif // XESL_LANGUAGE_GLSL
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// Declarations.
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#if XESL_LANGUAGE_HLSL
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// HLSL requires static const to declare a constant in the global scope so it
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// doesn't go to $Globals instead.
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#define xesl_static static
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#else
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// GLSL requires just const to declare a constant in the global scope.
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#define xesl_static
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#endif // XESL_LANGUAGE_HLSL
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#endif // XENIA_UI_SHADERS_XESL_XESLI_
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