[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
109 lines
4.4 KiB
C++
109 lines
4.4 KiB
C++
/**
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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/immediate_drawer.h"
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#include <algorithm>
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#include "xenia/base/assert.h"
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#include "xenia/ui/graphics_util.h"
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#include "xenia/ui/presenter.h"
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namespace xe {
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namespace ui {
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void ImmediateDrawer::SetPresenter(Presenter* new_presenter) {
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if (presenter_ == new_presenter) {
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return;
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}
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// Changing the presenter while drawing would make the state inconsistent.
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assert_null(ui_draw_context_);
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if (presenter_) {
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OnLeavePresenter();
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}
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presenter_ = new_presenter;
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if (presenter_) {
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OnEnterPresenter();
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}
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}
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void ImmediateDrawer::Begin(UIDrawContext& ui_draw_context,
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float coordinate_space_width,
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float coordinate_space_height) {
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assert_true(&ui_draw_context.presenter() == presenter_);
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ui_draw_context_ = &ui_draw_context;
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// In case of non-positive values (or NaNs) - use render target coordinates
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// according to the contract of the function, and also for safety because
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// there will be division by the coordinate space size in several places.
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if (!(coordinate_space_width > 0.0f) || !(coordinate_space_height > 0.0f)) {
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coordinate_space_width = float(ui_draw_context.render_target_width());
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coordinate_space_height = float(ui_draw_context.render_target_height());
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}
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coordinate_space_width_ = coordinate_space_width;
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coordinate_space_height_ = coordinate_space_height;
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}
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void ImmediateDrawer::End() { ui_draw_context_ = nullptr; }
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bool ImmediateDrawer::ScissorToRenderTarget(const ImmediateDraw& immediate_draw,
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uint32_t& out_left,
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uint32_t& out_top,
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uint32_t& out_width,
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uint32_t& out_height) {
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uint32_t render_target_width = ui_draw_context()->render_target_width();
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uint32_t render_target_height = ui_draw_context()->render_target_height();
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if (!immediate_draw.scissor) {
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out_left = 0;
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out_top = 0;
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out_width = render_target_width;
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out_height = render_target_height;
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return render_target_width && render_target_height;
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}
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float render_target_width_float = float(render_target_width);
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float render_target_height_float = float(render_target_height);
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// Scale to render target coordinates, drop NaNs (by doing
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// std::max(0.0f, variable) in this argument order), and clamp to the render
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// target size, below which the values are representable as 16p8 fixed-point.
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float scale_x = render_target_width / coordinate_space_width();
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float scale_y = render_target_height / coordinate_space_height();
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float x0_float =
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std::min(render_target_width_float,
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std::max(0.0f, immediate_draw.scissor_left * scale_x));
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float y0_float =
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std::min(render_target_height_float,
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std::max(0.0f, immediate_draw.scissor_top * scale_y));
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// Also make sure the size is non-negative.
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float x1_float =
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std::min(render_target_width_float,
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std::max(x0_float, immediate_draw.scissor_right * scale_x));
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float y1_float =
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std::min(render_target_height_float,
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std::max(y0_float, immediate_draw.scissor_bottom * scale_y));
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// Top-left - include .5 (0.128 treated as 0 covered, 0.129 as 0 not covered).
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int32_t x0 = (FloatToD3D11Fixed16p8(x0_float) + 127) >> 8;
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int32_t y0 = (FloatToD3D11Fixed16p8(y0_float) + 127) >> 8;
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// Bottom-right - exclude .5.
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int32_t x1 = (FloatToD3D11Fixed16p8(x1_float) + 127) >> 8;
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int32_t y1 = (FloatToD3D11Fixed16p8(y1_float) + 127) >> 8;
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assert_true(x0 >= 0);
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assert_true(y0 >= 0);
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assert_true(x1 >= x0);
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assert_true(y1 >= y0);
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assert_true(x1 <= int32_t(render_target_width));
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assert_true(y1 <= int32_t(render_target_height));
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out_left = uint32_t(x0);
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out_top = uint32_t(y0);
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out_width = uint32_t(x1 - x0);
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out_height = uint32_t(y1 - y0);
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return x1 > x0 && y1 > y0;
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}
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} // namespace ui
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} // namespace xe
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