[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
55 lines
1.8 KiB
C++
55 lines
1.8 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 2016 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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#ifndef XENIA_GPU_NULL_NULL_COMMAND_PROCESSOR_H_
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#define XENIA_GPU_NULL_NULL_COMMAND_PROCESSOR_H_
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/null/null_graphics_system.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/kernel/kernel_state.h"
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namespace xe {
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namespace gpu {
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namespace null {
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class NullCommandProcessor : public CommandProcessor {
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public:
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NullCommandProcessor(NullGraphicsSystem* graphics_system,
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kernel::KernelState* kernel_state);
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~NullCommandProcessor();
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void TracePlaybackWroteMemory(uint32_t base_ptr, uint32_t length) override;
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void RestoreEdramSnapshot(const void* snapshot) override;
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private:
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bool SetupContext() override;
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void ShutdownContext() override;
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void IssueSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width,
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uint32_t frontbuffer_height) override;
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Shader* LoadShader(xenos::ShaderType shader_type, uint32_t guest_address,
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const uint32_t* host_address,
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uint32_t dword_count) override;
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bool IssueDraw(xenos::PrimitiveType prim_type, uint32_t index_count,
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IndexBufferInfo* index_buffer_info,
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bool major_mode_explicit) override;
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bool IssueCopy() override;
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void InitializeTrace() override;
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};
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} // namespace null
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_NULL_NULL_COMMAND_PROCESSOR_H_
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