dolphin/Source/Core/VideoCommon/OnScreenUI.cpp

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// 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/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/RenderBase.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_renderer->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_renderer->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_renderer->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(),
"ImGui vertex shader");
std::unique_ptr<AbstractShader> pixel_shader = g_renderer->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_renderer->UseGeometryShaderForUI())
{
geometry_shader = g_renderer->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_renderer->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_renderer->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_renderer->SetPipeline(m_imgui_pipeline.get());
g_renderer->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_renderer->SetScissorRect(g_renderer->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_renderer->GetCurrentFramebuffer()));
g_renderer->SetTexture(0, reinterpret_cast<const AbstractTexture*>(cmd.TextureId));
g_renderer->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_renderer->SetScissorRect(g_renderer->ConvertFramebufferRectangle(
MathUtil::Rectangle<int>(0, 0, m_backbuffer_width, m_backbuffer_height),
g_renderer->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