[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
51 lines
1.7 KiB
C++
51 lines
1.7 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 2013 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/hid/nop/nop_input_driver.h"
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#include "xenia/hid/hid_flags.h"
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namespace xe {
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namespace hid {
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namespace nop {
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NopInputDriver::NopInputDriver(xe::ui::Window* window, size_t window_z_order)
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: InputDriver(window, window_z_order) {}
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NopInputDriver::~NopInputDriver() = default;
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X_STATUS NopInputDriver::Setup() { return X_STATUS_SUCCESS; }
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// TODO(benvanik): spoof a device so that games don't stop waiting for
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// a controller to be plugged in.
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X_RESULT NopInputDriver::GetCapabilities(uint32_t user_index, uint32_t flags,
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X_INPUT_CAPABILITIES* out_caps) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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X_RESULT NopInputDriver::GetState(uint32_t user_index,
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X_INPUT_STATE* out_state) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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X_RESULT NopInputDriver::SetState(uint32_t user_index,
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X_INPUT_VIBRATION* vibration) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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X_RESULT NopInputDriver::GetKeystroke(uint32_t user_index, uint32_t flags,
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X_INPUT_KEYSTROKE* out_keystroke) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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} // namespace nop
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} // namespace hid
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} // namespace xe
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