[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
46 lines
1.4 KiB
C++
46 lines
1.4 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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#ifndef XENIA_UI_SURFACE_WIN_H_
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#define XENIA_UI_SURFACE_WIN_H_
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#include <cstdint>
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#include <memory>
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#include "xenia/ui/surface.h"
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// Must be included before Windows headers for things like NOMINMAX.
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#include "xenia/base/platform_win.h"
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namespace xe {
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namespace ui {
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#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_GAMES)
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class Win32HwndSurface final : public Surface {
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public:
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explicit Win32HwndSurface(HINSTANCE hinstance, HWND hwnd)
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: hinstance_(hinstance), hwnd_(hwnd) {}
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TypeIndex GetType() const override { return kTypeIndex_Win32Hwnd; }
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HINSTANCE hinstance() const { return hinstance_; }
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HWND hwnd() const { return hwnd_; }
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protected:
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bool GetSizeImpl(uint32_t& width_out, uint32_t& height_out) const override;
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private:
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HINSTANCE hinstance_;
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HWND hwnd_;
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};
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#endif
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} // namespace ui
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} // namespace xe
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#endif // XENIA_UI_SURFACE_WIN_H_
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