[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
31 lines
1.2 KiB
C++
31 lines
1.2 KiB
C++
/**
|
|
******************************************************************************
|
|
* Xenia : Xbox 360 Emulator Research Project *
|
|
******************************************************************************
|
|
* Copyright 2021 Ben Vanik. All rights reserved. *
|
|
* Released under the BSD license - see LICENSE in the root for more details. *
|
|
******************************************************************************
|
|
*/
|
|
|
|
#ifndef XENIA_UI_GRAPHICS_UTIL_H_
|
|
#define XENIA_UI_GRAPHICS_UTIL_H_
|
|
|
|
#include <cstdint>
|
|
|
|
namespace xe {
|
|
namespace ui {
|
|
|
|
// For estimating coverage extents from vertices. This may give results that are
|
|
// different than what the GPU will actually draw (this is the reference
|
|
// conversion with 1/2 ULP accuracy, but Direct3D 11 permits 0.6 ULP tolerance
|
|
// in floating point to fixed point conversion), but is enough to tie-break
|
|
// vertices at pixel centers (due to the half-pixel offset applied to integer
|
|
// coordinates incorrectly, for instance) with some error tolerance near 0.5,
|
|
// for use with the top-left rasterization rule later.
|
|
int32_t FloatToD3D11Fixed16p8(float f32);
|
|
|
|
} // namespace ui
|
|
} // namespace xe
|
|
|
|
#endif // XENIA_UI_GRAPHICS_UTIL_H_
|