dolphin/Source/Core/VideoCommon/Present.cpp
Pokechu22 9cdc0aca9b Software: Fix "Auto-Adjust Window Size"
This also needs to be handled on the software renderer path.
2023-03-02 11:08:49 -08:00

628 lines
19 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Present.h"
#include "Common/ChunkFile.h"
#include "Core/HW/VideoInterface.h"
#include "Core/Host.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "Present.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/FrameDumper.h"
#include "VideoCommon/OnScreenUI.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/VideoEvents.h"
#include "VideoCommon/Widescreen.h"
std::unique_ptr<VideoCommon::Presenter> g_presenter;
namespace VideoCommon
{
static float AspectToWidescreen(float aspect)
{
return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
}
Presenter::Presenter()
{
m_config_changed =
ConfigChangedEvent::Register([this](u32 bits) { ConfigChanged(bits); }, "Presenter");
}
Presenter::~Presenter()
{
// Disable ControllerInterface's aspect ratio adjustments so mapping dialog behaves normally.
g_controller_interface.SetAspectRatioAdjustment(1);
}
bool Presenter::Initialize()
{
UpdateDrawRectangle();
if (!g_gfx->IsHeadless())
{
SetBackbuffer(g_gfx->GetSurfaceInfo());
m_post_processor = std::make_unique<VideoCommon::PostProcessing>();
if (!m_post_processor->Initialize(m_backbuffer_format))
return false;
m_onscreen_ui = std::make_unique<OnScreenUI>();
if (!m_onscreen_ui->Initialize(m_backbuffer_width, m_backbuffer_height, m_backbuffer_scale))
return false;
// Draw a blank frame (and complete OnScreenUI initialization)
g_gfx->BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}});
g_gfx->PresentBackbuffer();
}
return true;
}
bool Presenter::FetchXFB(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks)
{
ReleaseXFBContentLock();
u64 old_xfb_id = m_last_xfb_id;
if (fb_width == 0 || fb_height == 0)
{
// Game is blanking the screen
m_xfb_entry.reset();
m_last_xfb_id = std::numeric_limits<u64>::max();
}
else
{
m_xfb_entry =
g_texture_cache->GetXFBTexture(xfb_addr, fb_width, fb_height, fb_stride, &m_xfb_rect);
m_last_xfb_id = m_xfb_entry->id;
m_xfb_entry->AcquireContentLock();
}
m_last_xfb_addr = xfb_addr;
m_last_xfb_ticks = ticks;
m_last_xfb_width = fb_width;
m_last_xfb_stride = fb_stride;
m_last_xfb_height = fb_height;
return old_xfb_id == m_last_xfb_id;
}
void Presenter::ViSwap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks)
{
bool is_duplicate = FetchXFB(xfb_addr, fb_width, fb_stride, fb_height, ticks);
PresentInfo present_info;
present_info.emulated_timestamp = ticks;
present_info.present_count = m_present_count++;
if (is_duplicate)
{
present_info.frame_count = m_frame_count - 1; // Previous frame
present_info.reason = PresentInfo::PresentReason::VideoInterfaceDuplicate;
}
else
{
present_info.frame_count = m_frame_count++;
present_info.reason = PresentInfo::PresentReason::VideoInterface;
}
BeforePresentEvent::Trigger(present_info);
if (!is_duplicate || !g_ActiveConfig.bSkipPresentingDuplicateXFBs)
{
Present();
ProcessFrameDumping(ticks);
AfterPresentEvent::Trigger(present_info);
}
}
void Presenter::ImmediateSwap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks)
{
FetchXFB(xfb_addr, fb_width, fb_stride, fb_height, ticks);
PresentInfo present_info;
present_info.emulated_timestamp = ticks; // TODO: This should be the time of the next VI field
present_info.frame_count = m_frame_count++;
present_info.reason = PresentInfo::PresentReason::Immediate;
present_info.present_count = m_present_count++;
BeforePresentEvent::Trigger(present_info);
Present();
ProcessFrameDumping(ticks);
AfterPresentEvent::Trigger(present_info);
}
void Presenter::ProcessFrameDumping(u64 ticks) const
{
if (g_frame_dumper->IsFrameDumping() && m_xfb_entry)
{
MathUtil::Rectangle<int> target_rect;
if (!g_ActiveConfig.bInternalResolutionFrameDumps && !g_gfx->IsHeadless())
{
target_rect = GetTargetRectangle();
}
else
{
int width, height;
std::tie(width, height) =
CalculateOutputDimensions(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
target_rect = MathUtil::Rectangle<int>(0, 0, width, height);
}
g_frame_dumper->DumpCurrentFrame(m_xfb_entry->texture.get(), m_xfb_rect, target_rect, ticks,
m_frame_count);
}
}
void Presenter::SetBackbuffer(int backbuffer_width, int backbuffer_height)
{
m_backbuffer_width = backbuffer_width;
m_backbuffer_height = backbuffer_height;
UpdateDrawRectangle();
}
void Presenter::SetBackbuffer(SurfaceInfo info)
{
m_backbuffer_width = info.width;
m_backbuffer_height = info.height;
m_backbuffer_scale = info.scale;
m_backbuffer_format = info.format;
UpdateDrawRectangle();
}
void Presenter::ConfigChanged(u32 changed_bits)
{
// Check for post-processing shader changes. Done up here as it doesn't affect anything outside
// the post-processor. Note that options are applied every frame, so no need to check those.
if (changed_bits & ConfigChangeBits::CONFIG_CHANGE_BIT_POST_PROCESSING_SHADER && m_post_processor)
{
// The existing shader must not be in use when it's destroyed
g_gfx->WaitForGPUIdle();
m_post_processor->RecompileShader();
}
// Stereo mode change requires recompiling our post processing pipeline and imgui pipelines for
// rendering the UI.
if (changed_bits & ConfigChangeBits::CONFIG_CHANGE_BIT_STEREO_MODE)
{
if (m_onscreen_ui)
m_onscreen_ui->RecompileImGuiPipeline();
if (m_post_processor)
m_post_processor->RecompilePipeline();
}
}
std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
Presenter::ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const
{
// Resize target to half its original size
auto draw_rc = rc;
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
// The height may be negative due to flipped rectangles
int height = rc.bottom - rc.top;
draw_rc.top += height / 4;
draw_rc.bottom -= height / 4;
}
else
{
int width = rc.right - rc.left;
draw_rc.left += width / 4;
draw_rc.right -= width / 4;
}
// Create two target rectangle offset to the sides of the backbuffer
auto left_rc = draw_rc;
auto right_rc = draw_rc;
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
left_rc.top -= m_backbuffer_height / 4;
left_rc.bottom -= m_backbuffer_height / 4;
right_rc.top += m_backbuffer_height / 4;
right_rc.bottom += m_backbuffer_height / 4;
}
else
{
left_rc.left -= m_backbuffer_width / 4;
left_rc.right -= m_backbuffer_width / 4;
right_rc.left += m_backbuffer_width / 4;
right_rc.right += m_backbuffer_width / 4;
}
return std::make_tuple(left_rc, right_rc);
}
float Presenter::CalculateDrawAspectRatio() const
{
const auto aspect_mode = g_ActiveConfig.aspect_mode;
// If stretch is enabled, we prefer the aspect ratio of the window.
if (aspect_mode == AspectMode::Stretch)
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
const float aspect_ratio = VideoInterface::GetAspectRatio();
if (aspect_mode == AspectMode::AnalogWide ||
(aspect_mode == AspectMode::Auto && g_widescreen->IsGameWidescreen()))
{
return AspectToWidescreen(aspect_ratio);
}
return aspect_ratio;
}
void Presenter::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
MathUtil::Rectangle<int>* source_rect, int fb_width,
int fb_height)
{
const int orig_target_width = target_rect->GetWidth();
const int orig_target_height = target_rect->GetHeight();
const int orig_source_width = source_rect->GetWidth();
const int orig_source_height = source_rect->GetHeight();
if (target_rect->left < 0)
{
const int offset = -target_rect->left;
target_rect->left = 0;
source_rect->left += offset * orig_source_width / orig_target_width;
}
if (target_rect->right > fb_width)
{
const int offset = target_rect->right - fb_width;
target_rect->right -= offset;
source_rect->right -= offset * orig_source_width / orig_target_width;
}
if (target_rect->top < 0)
{
const int offset = -target_rect->top;
target_rect->top = 0;
source_rect->top += offset * orig_source_height / orig_target_height;
}
if (target_rect->bottom > fb_height)
{
const int offset = target_rect->bottom - fb_height;
target_rect->bottom -= offset;
source_rect->bottom -= offset * orig_source_height / orig_target_height;
}
}
void Presenter::ReleaseXFBContentLock()
{
if (m_xfb_entry)
m_xfb_entry->ReleaseContentLock();
}
void Presenter::ChangeSurface(void* new_surface_handle)
{
std::lock_guard<std::mutex> lock(m_swap_mutex);
m_new_surface_handle = new_surface_handle;
m_surface_changed.Set();
}
void Presenter::ResizeSurface()
{
std::lock_guard<std::mutex> lock(m_swap_mutex);
m_surface_resized.Set();
}
void* Presenter::GetNewSurfaceHandle()
{
void* handle = m_new_surface_handle;
m_new_surface_handle = nullptr;
return handle;
}
u32 Presenter::AutoIntegralScale() const
{
// Calculate a scale based on the window size
u32 width = EFB_WIDTH * m_target_rectangle.GetWidth() / m_last_xfb_width;
u32 height = EFB_HEIGHT * m_target_rectangle.GetHeight() / m_last_xfb_height;
return std::max((width - 1) / EFB_WIDTH + 1, (height - 1) / EFB_HEIGHT + 1);
}
void Presenter::SetWindowSize(int width, int height)
{
const auto [out_width, out_height] = g_presenter->CalculateOutputDimensions(width, height);
// Track the last values of width/height to avoid sending a window resize event every frame.
if (out_width == m_last_window_request_width && out_height == m_last_window_request_height)
return;
m_last_window_request_width = out_width;
m_last_window_request_height = out_height;
Host_RequestRenderWindowSize(out_width, out_height);
}
// Crop to exactly 16:9 or 4:3 if enabled and not AspectMode::Stretch.
std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float height) const
{
const auto aspect_mode = g_ActiveConfig.aspect_mode;
if (!g_ActiveConfig.bCrop || aspect_mode == AspectMode::Stretch)
return {width, height};
// Force 4:3 or 16:9 by cropping the image.
const float current_aspect = width / height;
const float expected_aspect =
(aspect_mode == AspectMode::AnalogWide ||
(aspect_mode == AspectMode::Auto && g_widescreen->IsGameWidescreen())) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (current_aspect > expected_aspect)
{
// keep height, crop width
width = height * expected_aspect;
}
else
{
// keep width, crop height
height = width / expected_aspect;
}
return {width, height};
}
void Presenter::UpdateDrawRectangle()
{
const float draw_aspect_ratio = CalculateDrawAspectRatio();
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if (g_ActiveConfig.bWidescreenHack)
{
float source_aspect = VideoInterface::GetAspectRatio();
if (g_widescreen->IsGameWidescreen())
source_aspect = AspectToWidescreen(source_aspect);
const float adjust = source_aspect / draw_aspect_ratio;
if (adjust > 1)
{
// Vert+
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1 / adjust;
}
else
{
// Hor+
g_Config.fAspectRatioHackW = adjust;
g_Config.fAspectRatioHackH = 1;
}
}
else
{
// Hack is disabled.
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
// The rendering window size
const float win_width = static_cast<float>(m_backbuffer_width);
const float win_height = static_cast<float>(m_backbuffer_height);
// FIXME: this breaks at very low widget sizes
// Make ControllerInterface aware of the render window region actually being used
// to adjust mouse cursor inputs.
g_controller_interface.SetAspectRatioAdjustment(draw_aspect_ratio / (win_width / win_height));
float draw_width = draw_aspect_ratio;
float draw_height = 1;
// Crop the picture to a standard aspect ratio. (if enabled)
auto [crop_width, crop_height] = ApplyStandardAspectCrop(draw_width, draw_height);
// scale the picture to fit the rendering window
if (win_width / win_height >= crop_width / crop_height)
{
// the window is flatter than the picture
draw_width *= win_height / crop_height;
crop_width *= win_height / crop_height;
draw_height *= win_height / crop_height;
crop_height = win_height;
}
else
{
// the window is skinnier than the picture
draw_width *= win_width / crop_width;
draw_height *= win_width / crop_width;
crop_height *= win_width / crop_width;
crop_width = win_width;
}
// ensure divisibility by 4 to make it compatible with all the video encoders
draw_width = std::ceil(draw_width) - static_cast<int>(std::ceil(draw_width)) % 4;
draw_height = std::ceil(draw_height) - static_cast<int>(std::ceil(draw_height)) % 4;
m_target_rectangle.left = static_cast<int>(std::round(win_width / 2.0 - draw_width / 2.0));
m_target_rectangle.top = static_cast<int>(std::round(win_height / 2.0 - draw_height / 2.0));
m_target_rectangle.right = m_target_rectangle.left + static_cast<int>(draw_width);
m_target_rectangle.bottom = m_target_rectangle.top + static_cast<int>(draw_height);
}
std::tuple<float, float> Presenter::ScaleToDisplayAspectRatio(const int width,
const int height) const
{
// Scale either the width or height depending the content aspect ratio.
// This way we preserve as much resolution as possible when scaling.
float scaled_width = static_cast<float>(width);
float scaled_height = static_cast<float>(height);
const float draw_aspect = CalculateDrawAspectRatio();
if (scaled_width / scaled_height >= draw_aspect)
scaled_height = scaled_width / draw_aspect;
else
scaled_width = scaled_height * draw_aspect;
return std::make_tuple(scaled_width, scaled_height);
}
std::tuple<int, int> Presenter::CalculateOutputDimensions(int width, int height) const
{
width = std::max(width, 1);
height = std::max(height, 1);
auto [scaled_width, scaled_height] = ScaleToDisplayAspectRatio(width, height);
// Apply crop if enabled.
std::tie(scaled_width, scaled_height) = ApplyStandardAspectCrop(scaled_width, scaled_height);
width = static_cast<int>(std::ceil(scaled_width));
height = static_cast<int>(std::ceil(scaled_height));
// UpdateDrawRectangle() makes sure that the rendered image is divisible by four for video
// encoders, so do that here too to match it
width -= width % 4;
height -= height % 4;
return std::make_tuple(width, height);
}
void Presenter::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
g_ActiveConfig.backend_info.bUsesExplictQuadBuffering)
{
// Quad-buffered stereo is annoying on GL.
g_gfx->SelectLeftBuffer();
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
g_gfx->SelectRightBuffer();
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 1);
g_gfx->SelectMainBuffer();
}
else if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
const auto [left_rc, right_rc] = ConvertStereoRectangle(target_rc);
m_post_processor->BlitFromTexture(left_rc, source_rc, source_texture, 0);
m_post_processor->BlitFromTexture(right_rc, source_rc, source_texture, 1);
}
else
{
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
}
}
void Presenter::Present()
{
m_present_count++;
if (g_gfx->IsHeadless() || (!m_onscreen_ui && !m_xfb_entry))
return;
if (!g_gfx->SupportsUtilityDrawing())
{
// Video Software doesn't support drawing a UI or doing post-processing
// So just show the XFB
if (m_xfb_entry)
{
g_gfx->ShowImage(m_xfb_entry->texture.get(), m_xfb_rect);
// Update the window size based on the frame that was just rendered.
// Due to depending on guest state, we need to call this every frame.
SetWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
}
return;
}
// Since we use the common pipelines here and draw vertices if a batch is currently being
// built by the vertex loader, we end up trampling over its pointer, as we share the buffer
// with the loader, and it has not been unmapped yet. Force a pipeline flush to avoid this.
g_vertex_manager->Flush();
UpdateDrawRectangle();
g_gfx->BeginUtilityDrawing();
g_gfx->BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}});
// Render the XFB to the screen.
if (m_xfb_entry)
{
// Adjust the source rectangle instead of using an oversized viewport to render the XFB.
auto render_target_rc = GetTargetRectangle();
auto render_source_rc = m_xfb_rect;
AdjustRectanglesToFitBounds(&render_target_rc, &render_source_rc, m_backbuffer_width,
m_backbuffer_height);
RenderXFBToScreen(render_target_rc, m_xfb_entry->texture.get(), render_source_rc);
}
if (m_onscreen_ui)
{
m_onscreen_ui->Finalize();
m_onscreen_ui->DrawImGui();
}
// Present to the window system.
{
std::lock_guard<std::mutex> guard(m_swap_mutex);
g_gfx->PresentBackbuffer();
}
if (m_xfb_entry)
{
// Update the window size based on the frame that was just rendered.
// Due to depending on guest state, we need to call this every frame.
SetWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
}
if (m_onscreen_ui)
m_onscreen_ui->BeginImGuiFrame(m_backbuffer_width, m_backbuffer_height);
g_gfx->EndUtilityDrawing();
}
void Presenter::SetKeyMap(const DolphinKeyMap& key_map)
{
if (m_onscreen_ui)
m_onscreen_ui->SetKeyMap(key_map);
}
void Presenter::SetKey(u32 key, bool is_down, const char* chars)
{
if (m_onscreen_ui)
m_onscreen_ui->SetKey(key, is_down, chars);
}
void Presenter::SetMousePos(float x, float y)
{
if (m_onscreen_ui)
m_onscreen_ui->SetMousePos(x, y);
}
void Presenter::SetMousePress(u32 button_mask)
{
if (m_onscreen_ui)
m_onscreen_ui->SetMousePress(button_mask);
}
void Presenter::DoState(PointerWrap& p)
{
p.Do(m_frame_count);
p.Do(m_last_xfb_ticks);
p.Do(m_last_xfb_addr);
p.Do(m_last_xfb_width);
p.Do(m_last_xfb_stride);
p.Do(m_last_xfb_height);
if (p.IsReadMode())
{
// This technically counts as the end of the frame
AfterFrameEvent::Trigger();
// re-display the most recent XFB
ImmediateSwap(m_last_xfb_addr, m_last_xfb_width, m_last_xfb_stride, m_last_xfb_height,
m_last_xfb_ticks);
}
}
} // namespace VideoCommon