dolphin/Source/Core/VideoCommon/OnScreenUI.cpp
Scott Mansell 8a23629345 Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
2023-01-31 18:46:02 +13:00

386 lines
13 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/OnScreenUI.h"
#include "Common/Profiler.h"
#include "Common/Timer.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Movie.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/NetPlayChatUI.h"
#include "VideoCommon/NetPlayGolfUI.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PerformanceMetrics.h"
#include "VideoCommon/Present.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoConfig.h"
#include <inttypes.h>
#include <mutex>
#include <imgui.h>
#include <implot.h>
namespace VideoCommon
{
bool OnScreenUI::Initialize(u32 width, u32 height, float scale)
{
std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
if (!IMGUI_CHECKVERSION())
{
PanicAlertFmt("ImGui version check failed");
return false;
}
if (!ImGui::CreateContext())
{
PanicAlertFmt("Creating ImGui context failed");
return false;
}
if (!ImPlot::CreateContext())
{
PanicAlertFmt("Creating ImPlot context failed");
return false;
}
// Don't create an ini file. TODO: Do we want this in the future?
ImGui::GetIO().IniFilename = nullptr;
SetScale(scale);
ImGui::GetStyle().WindowRounding = 7.0f;
PortableVertexDeclaration vdecl = {};
vdecl.position = {ComponentFormat::Float, 2, offsetof(ImDrawVert, pos), true, false};
vdecl.texcoords[0] = {ComponentFormat::Float, 2, offsetof(ImDrawVert, uv), true, false};
vdecl.colors[0] = {ComponentFormat::UByte, 4, offsetof(ImDrawVert, col), true, false};
vdecl.stride = sizeof(ImDrawVert);
m_imgui_vertex_format = g_gfx->CreateNativeVertexFormat(vdecl);
if (!m_imgui_vertex_format)
{
PanicAlertFmt("Failed to create ImGui vertex format");
return false;
}
// Font texture(s).
{
ImGuiIO& io = ImGui::GetIO();
u8* font_tex_pixels;
int font_tex_width, font_tex_height;
io.Fonts->GetTexDataAsRGBA32(&font_tex_pixels, &font_tex_width, &font_tex_height);
TextureConfig font_tex_config(font_tex_width, font_tex_height, 1, 1, 1,
AbstractTextureFormat::RGBA8, 0);
std::unique_ptr<AbstractTexture> font_tex =
g_gfx->CreateTexture(font_tex_config, "ImGui font texture");
if (!font_tex)
{
PanicAlertFmt("Failed to create ImGui texture");
return false;
}
font_tex->Load(0, font_tex_width, font_tex_height, font_tex_width, font_tex_pixels,
sizeof(u32) * font_tex_width * font_tex_height);
io.Fonts->TexID = font_tex.get();
m_imgui_textures.push_back(std::move(font_tex));
}
if (!RecompileImGuiPipeline())
return false;
m_imgui_last_frame_time = Common::Timer::NowUs();
m_ready = true;
BeginImGuiFrameUnlocked(width, height); // lock is already held
return true;
}
OnScreenUI::~OnScreenUI()
{
std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
ImGui::EndFrame();
ImPlot::DestroyContext();
ImGui::DestroyContext();
}
bool OnScreenUI::RecompileImGuiPipeline()
{
if (g_presenter->GetBackbufferFormat() == AbstractTextureFormat::Undefined)
{
// No backbuffer (nogui) means no imgui rendering will happen
// Some backends don't like making pipelines with no render targets
return true;
}
std::unique_ptr<AbstractShader> vertex_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(),
"ImGui vertex shader");
std::unique_ptr<AbstractShader> pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader(), "ImGui pixel shader");
if (!vertex_shader || !pixel_shader)
{
PanicAlertFmt("Failed to compile ImGui shaders");
return false;
}
// GS is used to render the UI to both eyes in stereo modes.
std::unique_ptr<AbstractShader> geometry_shader;
if (g_gfx->UseGeometryShaderForUI())
{
geometry_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1),
"ImGui passthrough geometry shader");
if (!geometry_shader)
{
PanicAlertFmt("Failed to compile ImGui geometry shader");
return false;
}
}
AbstractPipelineConfig pconfig = {};
pconfig.vertex_format = m_imgui_vertex_format.get();
pconfig.vertex_shader = vertex_shader.get();
pconfig.geometry_shader = geometry_shader.get();
pconfig.pixel_shader = pixel_shader.get();
pconfig.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
pconfig.depth_state = RenderState::GetNoDepthTestingDepthState();
pconfig.blending_state = RenderState::GetNoBlendingBlendState();
pconfig.blending_state.blendenable = true;
pconfig.blending_state.srcfactor = SrcBlendFactor::SrcAlpha;
pconfig.blending_state.dstfactor = DstBlendFactor::InvSrcAlpha;
pconfig.blending_state.srcfactoralpha = SrcBlendFactor::Zero;
pconfig.blending_state.dstfactoralpha = DstBlendFactor::One;
pconfig.framebuffer_state.color_texture_format = g_presenter->GetBackbufferFormat();
pconfig.framebuffer_state.depth_texture_format = AbstractTextureFormat::Undefined;
pconfig.framebuffer_state.samples = 1;
pconfig.framebuffer_state.per_sample_shading = false;
pconfig.usage = AbstractPipelineUsage::Utility;
m_imgui_pipeline = g_gfx->CreatePipeline(pconfig);
if (!m_imgui_pipeline)
{
PanicAlertFmt("Failed to create imgui pipeline");
return false;
}
return true;
}
void OnScreenUI::BeginImGuiFrame(u32 width, u32 height)
{
std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
BeginImGuiFrameUnlocked(width, height);
}
void OnScreenUI::BeginImGuiFrameUnlocked(u32 width, u32 height)
{
m_backbuffer_width = width;
m_backbuffer_height = height;
const u64 current_time_us = Common::Timer::NowUs();
const u64 time_diff_us = current_time_us - m_imgui_last_frame_time;
const float time_diff_secs = static_cast<float>(time_diff_us / 1000000.0);
m_imgui_last_frame_time = current_time_us;
// Update I/O with window dimensions.
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize =
ImVec2(static_cast<float>(m_backbuffer_width), static_cast<float>(m_backbuffer_height));
io.DeltaTime = time_diff_secs;
ImGui::NewFrame();
}
void OnScreenUI::DrawImGui()
{
ImDrawData* draw_data = ImGui::GetDrawData();
if (!draw_data)
return;
g_gfx->SetViewport(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
static_cast<float>(m_backbuffer_height), 0.0f, 1.0f);
// Uniform buffer for draws.
struct ImGuiUbo
{
float u_rcp_viewport_size_mul2[2];
float padding[2];
};
ImGuiUbo ubo = {{1.0f / m_backbuffer_width * 2.0f, 1.0f / m_backbuffer_height * 2.0f}};
// Set up common state for drawing.
g_gfx->SetPipeline(m_imgui_pipeline.get());
g_gfx->SetSamplerState(0, RenderState::GetPointSamplerState());
g_vertex_manager->UploadUtilityUniforms(&ubo, sizeof(ubo));
for (int i = 0; i < draw_data->CmdListsCount; i++)
{
const ImDrawList* cmdlist = draw_data->CmdLists[i];
if (cmdlist->VtxBuffer.empty() || cmdlist->IdxBuffer.empty())
return;
u32 base_vertex, base_index;
g_vertex_manager->UploadUtilityVertices(cmdlist->VtxBuffer.Data, sizeof(ImDrawVert),
cmdlist->VtxBuffer.Size, cmdlist->IdxBuffer.Data,
cmdlist->IdxBuffer.Size, &base_vertex, &base_index);
for (const ImDrawCmd& cmd : cmdlist->CmdBuffer)
{
if (cmd.UserCallback)
{
cmd.UserCallback(cmdlist, &cmd);
continue;
}
g_gfx->SetScissorRect(g_gfx->ConvertFramebufferRectangle(
MathUtil::Rectangle<int>(
static_cast<int>(cmd.ClipRect.x), static_cast<int>(cmd.ClipRect.y),
static_cast<int>(cmd.ClipRect.z), static_cast<int>(cmd.ClipRect.w)),
g_gfx->GetCurrentFramebuffer()));
g_gfx->SetTexture(0, reinterpret_cast<const AbstractTexture*>(cmd.TextureId));
g_gfx->DrawIndexed(base_index, cmd.ElemCount, base_vertex);
base_index += cmd.ElemCount;
}
}
// Some capture software (such as OBS) hooks SwapBuffers and uses glBlitFramebuffer to copy our
// back buffer just before swap. Because glBlitFramebuffer honors the scissor test, the capture
// itself will be clipped to whatever bounds were last set by ImGui, resulting in a rather useless
// capture whenever any ImGui windows are open. We'll reset the scissor rectangle to the entire
// viewport here to avoid this problem.
g_gfx->SetScissorRect(g_gfx->ConvertFramebufferRectangle(
MathUtil::Rectangle<int>(0, 0, m_backbuffer_width, m_backbuffer_height),
g_gfx->GetCurrentFramebuffer()));
}
// Create On-Screen-Messages
void OnScreenUI::DrawDebugText()
{
const bool show_movie_window =
Config::Get(Config::MAIN_SHOW_FRAME_COUNT) || Config::Get(Config::MAIN_SHOW_LAG) ||
Config::Get(Config::MAIN_MOVIE_SHOW_INPUT_DISPLAY) ||
Config::Get(Config::MAIN_MOVIE_SHOW_RTC) || Config::Get(Config::MAIN_MOVIE_SHOW_RERECORD);
if (show_movie_window)
{
// Position under the FPS display.
ImGui::SetNextWindowPos(
ImVec2(ImGui::GetIO().DisplaySize.x - 10.f * m_backbuffer_scale, 80.f * m_backbuffer_scale),
ImGuiCond_FirstUseEver, ImVec2(1.0f, 0.0f));
ImGui::SetNextWindowSizeConstraints(
ImVec2(150.0f * m_backbuffer_scale, 20.0f * m_backbuffer_scale),
ImGui::GetIO().DisplaySize);
if (ImGui::Begin("Movie", nullptr, ImGuiWindowFlags_NoFocusOnAppearing))
{
if (Movie::IsPlayingInput())
{
ImGui::Text("Frame: %" PRIu64 " / %" PRIu64, Movie::GetCurrentFrame(),
Movie::GetTotalFrames());
ImGui::Text("Input: %" PRIu64 " / %" PRIu64, Movie::GetCurrentInputCount(),
Movie::GetTotalInputCount());
}
else if (Config::Get(Config::MAIN_SHOW_FRAME_COUNT))
{
ImGui::Text("Frame: %" PRIu64, Movie::GetCurrentFrame());
ImGui::Text("Input: %" PRIu64, Movie::GetCurrentInputCount());
}
if (Config::Get(Config::MAIN_SHOW_LAG))
ImGui::Text("Lag: %" PRIu64 "\n", Movie::GetCurrentLagCount());
if (Config::Get(Config::MAIN_MOVIE_SHOW_INPUT_DISPLAY))
ImGui::TextUnformatted(Movie::GetInputDisplay().c_str());
if (Config::Get(Config::MAIN_MOVIE_SHOW_RTC))
ImGui::TextUnformatted(Movie::GetRTCDisplay().c_str());
if (Config::Get(Config::MAIN_MOVIE_SHOW_RERECORD))
ImGui::TextUnformatted(Movie::GetRerecords().c_str());
}
ImGui::End();
}
if (g_ActiveConfig.bOverlayStats)
g_stats.Display();
if (g_ActiveConfig.bShowNetPlayMessages && g_netplay_chat_ui)
g_netplay_chat_ui->Display();
if (Config::Get(Config::NETPLAY_GOLF_MODE_OVERLAY) && g_netplay_golf_ui)
g_netplay_golf_ui->Display();
if (g_ActiveConfig.bOverlayProjStats)
g_stats.DisplayProj();
if (g_ActiveConfig.bOverlayScissorStats)
g_stats.DisplayScissor();
const std::string profile_output = Common::Profiler::ToString();
if (!profile_output.empty())
ImGui::TextUnformatted(profile_output.c_str());
}
void OnScreenUI::Finalize()
{
auto lock = GetImGuiLock();
g_perf_metrics.DrawImGuiStats(m_backbuffer_scale);
DrawDebugText();
OSD::DrawMessages();
ImGui::Render();
}
std::unique_lock<std::mutex> OnScreenUI::GetImGuiLock()
{
return std::unique_lock<std::mutex>(m_imgui_mutex);
}
void OnScreenUI::SetScale(float backbuffer_scale)
{
ImGui::GetIO().DisplayFramebufferScale.x = backbuffer_scale;
ImGui::GetIO().DisplayFramebufferScale.y = backbuffer_scale;
ImGui::GetIO().FontGlobalScale = backbuffer_scale;
ImGui::GetStyle().ScaleAllSizes(backbuffer_scale);
m_backbuffer_scale = backbuffer_scale;
}
void OnScreenUI::SetKeyMap(std::span<const std::array<int, 2>> key_map)
{
auto lock = GetImGuiLock();
if (!ImGui::GetCurrentContext())
return;
for (auto [imgui_key, qt_key] : key_map)
ImGui::GetIO().KeyMap[imgui_key] = (qt_key & 0x1FF);
}
void OnScreenUI::SetKey(u32 key, bool is_down, const char* chars)
{
auto lock = GetImGuiLock();
if (key < std::size(ImGui::GetIO().KeysDown))
ImGui::GetIO().KeysDown[key] = is_down;
if (chars)
ImGui::GetIO().AddInputCharactersUTF8(chars);
}
void OnScreenUI::SetMousePos(float x, float y)
{
auto lock = GetImGuiLock();
ImGui::GetIO().MousePos.x = x;
ImGui::GetIO().MousePos.y = y;
}
void OnScreenUI::SetMousePress(u32 button_mask)
{
auto lock = GetImGuiLock();
for (size_t i = 0; i < std::size(ImGui::GetIO().MouseDown); i++)
ImGui::GetIO().MouseDown[i] = (button_mask & (1u << i)) != 0;
}
} // namespace VideoCommon