Move Presenting, Dumping and ImGui out of Renderer

This commit is contained in:
Scott Mansell
2023-01-27 17:03:15 +13:00
parent c38c76abad
commit 0d4537d60f
29 changed files with 1766 additions and 1394 deletions

View File

@ -23,16 +23,10 @@
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/Flag.h"
#include "Common/MathUtil.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/FrameDump.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
#include "VideoCommon/PerformanceMetrics.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/TextureConfig.h"
class AbstractFramebuffer;
class AbstractPipeline;
@ -41,23 +35,22 @@ class AbstractTexture;
class AbstractStagingTexture;
class BoundingBox;
class NativeVertexFormat;
class NetPlayChatUI;
class PixelShaderManager;
class PointerWrap;
struct TextureConfig;
struct ComputePipelineConfig;
struct AbstractPipelineConfig;
struct PortableVertexDeclaration;
struct TextureConfig;
enum class AbstractTextureFormat : u32;
enum class ShaderStage;
enum class EFBAccessType;
enum class EFBReinterpretType;
enum class StagingTextureType;
enum class AspectMode;
namespace VideoCommon
{
class PostProcessing;
} // namespace VideoCommon
class AsyncShaderCompiler;
}
struct EfbPokeData
{
@ -145,11 +138,6 @@ public:
// Ideal internal resolution - multiple of the native EFB resolution
int GetTargetWidth() const { return m_target_width; }
int GetTargetHeight() const { return m_target_height; }
// Display resolution
int GetBackbufferWidth() const { return m_backbuffer_width; }
int GetBackbufferHeight() const { return m_backbuffer_height; }
float GetBackbufferScale() const { return m_backbuffer_scale; }
void SetWindowSize(int width, int height);
// Sets viewport and scissor to the specified rectangle. rect is assumed to be in framebuffer
// coordinates, i.e. lower-left origin in OpenGL.
@ -174,25 +162,6 @@ public:
// Use this to convert a whole native EFB rect to backbuffer coordinates
MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const;
const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
float CalculateDrawAspectRatio() const;
// Crops the target rectangle to the framebuffer dimensions, reducing the size of the source
// rectangle if it is greater. Works even if the source and target rectangles don't have a
// 1:1 pixel mapping, scaling as appropriate.
void AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
MathUtil::Rectangle<int>* source_rect, int fb_width,
int fb_height);
std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
void UpdateDrawRectangle();
std::tuple<float, float> ApplyStandardAspectCrop(float width, float height) const;
// Use this to convert a single target rectangle to two stereo rectangles
std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const;
unsigned int GetEFBScale() const;
// Use this to upscale native EFB coordinates to IDEAL internal resolution
@ -203,10 +172,6 @@ public:
float EFBToScaledXf(float x) const;
float EFBToScaledYf(float y) const;
// Random utilities
void SaveScreenshot(std::string filename);
void DrawDebugText();
virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z);
virtual void ReinterpretPixelData(EFBReinterpretType convtype);
@ -230,12 +195,18 @@ public:
void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
void UpdateWidescreenHeuristic();
bool IsGameWidescreen() const { return m_is_game_widescreen; }
// Draws the specified XFB buffer to the screen, performing any post-processing.
// Assumes that the backbuffer has already been bound and cleared.
virtual void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc);
// A simple presentation fallback, only used by video software
virtual void ShowImage(const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
}
// For opengl's glDrawBuffer
virtual void SelectLeftBuffer() {}
virtual void SelectRightBuffer() {}
virtual void SelectMainBuffer() {}
// Called when the configuration changes, and backend structures need to be updated.
virtual void OnConfigChanged(u32 bits) {}
@ -243,11 +214,7 @@ public:
PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
bool EFBHasAlphaChannel() const;
VideoCommon::PostProcessing* GetPostProcessor() const { return m_post_processor.get(); }
// Final surface changing
// This is called when the surface is resized (WX) or the window changes (Android).
void ChangeSurface(void* new_surface_handle);
void ResizeSurface();
bool UseVertexDepthRange() const;
void DoState(PointerWrap& p);
@ -257,22 +224,11 @@ public:
// interface and final XFB.
bool UseGeometryShaderForUI() const;
// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
// Use with care, only non-drawing functions should be called from outside the video thread,
// as the drawing is tied to a "frame".
std::unique_lock<std::mutex> GetImGuiLock();
// Begins/presents a "UI frame". UI frames do not draw any of the console XFB, but this could
// change in the future.
void BeginUIFrame();
void EndUIFrame();
// Will forcibly reload all textures on the next swap
void ForceReloadTextures();
const GraphicsModManager& GetGraphicsModManager() const;
protected:
// Bitmask containing information about which configuration has changed for the backend.
enum ConfigChangeBits : u32
{
@ -286,6 +242,7 @@ protected:
CONFIG_CHANGE_BIT_BBOX = (1 << 7)
};
protected:
std::tuple<int, int> CalculateTargetScale(int x, int y) const;
bool CalculateTargetSize();
@ -294,36 +251,11 @@ protected:
void CheckFifoRecording();
void RecordVideoMemory();
// ImGui initialization depends on being able to create textures and pipelines, so do it last.
bool InitializeImGui();
// Recompiles ImGui pipeline - call when stereo mode changes.
bool RecompileImGuiPipeline();
// Sets up ImGui state for the next frame.
// This function itself acquires the ImGui lock, so it should not be held.
void BeginImGuiFrame();
// Same as above but without locking the ImGui lock.
void BeginImGuiFrameUnlocked();
// Destroys all ImGui GPU resources, must do before shutdown.
void ShutdownImGui();
// Renders ImGui windows to the currently-bound framebuffer.
// Should be called with the ImGui lock held.
void DrawImGui();
virtual std::unique_ptr<BoundingBox> CreateBoundingBox() const = 0;
AbstractFramebuffer* m_current_framebuffer = nullptr;
const AbstractPipeline* m_current_pipeline = nullptr;
Common::Flag m_screenshot_request;
Common::Event m_screenshot_completed;
std::mutex m_screenshot_lock;
std::string m_screenshot_name;
bool m_is_game_widescreen = false;
bool m_was_orthographically_anamorphic = false;
@ -331,72 +263,12 @@ protected:
int m_target_width = 1;
int m_target_height = 1;
// Backbuffer (window) size and render area
int m_backbuffer_width = 0;
int m_backbuffer_height = 0;
float m_backbuffer_scale = 1.0f;
AbstractTextureFormat m_backbuffer_format = AbstractTextureFormat::Undefined;
MathUtil::Rectangle<int> m_target_rectangle = {};
int m_frame_count = 0;
std::unique_ptr<VideoCommon::PostProcessing> m_post_processor;
void* m_new_surface_handle = nullptr;
Common::Flag m_surface_changed;
Common::Flag m_surface_resized;
std::mutex m_swap_mutex;
// ImGui resources.
std::unique_ptr<NativeVertexFormat> m_imgui_vertex_format;
std::vector<std::unique_ptr<AbstractTexture>> m_imgui_textures;
std::unique_ptr<AbstractPipeline> m_imgui_pipeline;
std::mutex m_imgui_mutex;
u64 m_imgui_last_frame_time;
private:
std::tuple<int, int> CalculateOutputDimensions(int width, int height) const;
PixelFormat m_prev_efb_format = PixelFormat::INVALID_FMT;
unsigned int m_efb_scale = 1;
// These will be set on the first call to SetWindowSize.
int m_last_window_request_width = 0;
int m_last_window_request_height = 0;
// frame dumping:
FrameDump m_frame_dump;
std::thread m_frame_dump_thread;
Common::Flag m_frame_dump_thread_running;
// Used to kick frame dump thread.
Common::Event m_frame_dump_start;
// Set by frame dump thread on frame completion.
Common::Event m_frame_dump_done;
// Holds emulation state during the last swap when dumping.
FrameDump::FrameState m_last_frame_state;
// Communication of frame between video and dump threads.
FrameDump::FrameData m_frame_dump_data;
// Texture used for screenshot/frame dumping
std::unique_ptr<AbstractTexture> m_frame_dump_render_texture;
std::unique_ptr<AbstractFramebuffer> m_frame_dump_render_framebuffer;
// Double buffer:
std::unique_ptr<AbstractStagingTexture> m_frame_dump_readback_texture;
std::unique_ptr<AbstractStagingTexture> m_frame_dump_output_texture;
// Set when readback texture holds a frame that needs to be dumped.
bool m_frame_dump_needs_flush = false;
// Set when thread is processing output texture.
bool m_frame_dump_frame_running = false;
// Used to generate screenshot names.
u32 m_frame_dump_image_counter = 0;
// Tracking of XFB textures so we don't render duplicate frames.
u64 m_last_xfb_id = std::numeric_limits<u64>::max();
u64 m_last_xfb_ticks = 0;
u32 m_last_xfb_addr = 0;
u32 m_last_xfb_width = 0;
@ -417,40 +289,6 @@ private:
// Ultimate Spider-Man to crash
std::array<u16, 4> m_bounding_box_fallback = {};
// NOTE: The methods below are called on the framedumping thread.
void FrameDumpThreadFunc();
bool StartFrameDumpToFFMPEG(const FrameDump::FrameData&);
void DumpFrameToFFMPEG(const FrameDump::FrameData&);
void StopFrameDumpToFFMPEG();
std::string GetFrameDumpNextImageFileName() const;
bool StartFrameDumpToImage(const FrameDump::FrameData&);
void DumpFrameToImage(const FrameDump::FrameData&);
void ShutdownFrameDumping();
bool IsFrameDumping() const;
// Checks that the frame dump render texture exists and is the correct size.
bool CheckFrameDumpRenderTexture(u32 target_width, u32 target_height);
// Checks that the frame dump readback texture exists and is the correct size.
bool CheckFrameDumpReadbackTexture(u32 target_width, u32 target_height);
// Fills the frame dump staging texture with the current XFB texture.
void DumpCurrentFrame(const AbstractTexture* src_texture,
const MathUtil::Rectangle<int>& src_rect, u64 ticks, int frame_number);
// Asynchronously encodes the specified pointer of frame data to the frame dump.
void DumpFrameData(const u8* data, int w, int h, int stride);
// Ensures all rendered frames are queued for encoding.
void FlushFrameDump();
// Ensures all encoded frames have been written to the output file.
void FinishFrameData();
std::unique_ptr<NetPlayChatUI> m_netplay_chat_ui;
Common::Flag m_force_reload_textures;
GraphicsModManager m_graphics_mod_manager;