Merge pull request #8378 from stenzek/quad-buffer-stereo
Various quad-buffered ("HDMI 3D") stereo fixes
This commit is contained in:
commit
5440be96e7
|
@ -154,8 +154,8 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
|
|||
g_framebuffer_manager = std::make_unique<FramebufferManager>();
|
||||
g_texture_cache = std::make_unique<TextureCacheBase>();
|
||||
g_perf_query = std::make_unique<PerfQuery>();
|
||||
if (!g_renderer->Initialize() || !g_vertex_manager->Initialize() ||
|
||||
!g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() ||
|
||||
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
|
||||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
|
||||
!g_texture_cache->Initialize())
|
||||
{
|
||||
Shutdown();
|
||||
|
|
|
@ -14,9 +14,9 @@ static APIType GetAPIType()
|
|||
static void EmitUniformBufferDeclaration(std::stringstream& ss)
|
||||
{
|
||||
if (GetAPIType() == APIType::D3D)
|
||||
ss << "cbuffer UBO : register(b0)\n";
|
||||
ss << "cbuffer PSBlock : register(b0)\n";
|
||||
else
|
||||
ss << "UBO_BINDING(std140, 1) uniform UBO\n";
|
||||
ss << "UBO_BINDING(std140, 1) uniform PSBlock\n";
|
||||
}
|
||||
|
||||
static void EmitSamplerDeclarations(std::stringstream& ss, u32 start = 0, u32 end = 1,
|
||||
|
@ -661,4 +661,43 @@ std::string GenerateEFBRestorePixelShader()
|
|||
return ss.str();
|
||||
}
|
||||
|
||||
std::string GenerateImGuiVertexShader()
|
||||
{
|
||||
std::stringstream ss;
|
||||
|
||||
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
|
||||
EmitUniformBufferDeclaration(ss);
|
||||
ss << "{\n";
|
||||
ss << "float2 u_rcp_viewport_size_mul2;\n";
|
||||
ss << "};\n\n";
|
||||
|
||||
EmitVertexMainDeclaration(ss, 1, 1, true, 1, 1);
|
||||
ss << "{\n"
|
||||
<< " v_tex0 = float3(rawtex0.xy, 0.0);\n"
|
||||
<< " v_col0 = rawcolor0;\n"
|
||||
<< " opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0,"
|
||||
<< " 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
|
||||
|
||||
// NDC space is flipped in Vulkan.
|
||||
if (GetAPIType() == APIType::Vulkan)
|
||||
ss << " opos.y = -opos.y;\n";
|
||||
|
||||
ss << "}\n";
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
std::string GenerateImGuiPixelShader()
|
||||
{
|
||||
std::stringstream ss;
|
||||
EmitSamplerDeclarations(ss, 0, 1, false);
|
||||
EmitPixelMainDeclaration(ss, 1, 1);
|
||||
ss << "{\n";
|
||||
ss << " ocol0 = ";
|
||||
EmitSampleTexture(ss, 0, "float3(v_tex0.xy, 0.0)");
|
||||
ss << " * v_col0;\n";
|
||||
ss << "}\n";
|
||||
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
} // namespace FramebufferShaderGen
|
||||
|
|
|
@ -31,5 +31,7 @@ std::string GenerateColorPixelShader();
|
|||
std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samples);
|
||||
std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format);
|
||||
std::string GenerateEFBRestorePixelShader();
|
||||
std::string GenerateImGuiVertexShader();
|
||||
std::string GenerateImGuiPixelShader();
|
||||
|
||||
} // namespace FramebufferShaderGen
|
||||
|
|
|
@ -441,8 +441,8 @@ std::string PostProcessing::GetUniformBufferHeader() const
|
|||
ss << " float4 resolution;\n";
|
||||
ss << " float4 window_resolution;\n";
|
||||
ss << " float4 src_rect;\n";
|
||||
ss << " int src_layer;\n";
|
||||
ss << " uint time;\n";
|
||||
ss << " int layer;\n";
|
||||
for (u32 i = 0; i < 2; i++)
|
||||
ss << " uint ubo_align_" << unused_counter++ << "_;\n";
|
||||
ss << "\n";
|
||||
|
@ -499,7 +499,18 @@ std::string PostProcessing::GetHeader() const
|
|||
else
|
||||
{
|
||||
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n";
|
||||
ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
|
||||
{
|
||||
ss << "VARYING_LOCATION(0) in VertexData {\n";
|
||||
ss << " float3 v_tex0;\n";
|
||||
ss << "};\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
|
||||
}
|
||||
|
||||
ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n";
|
||||
}
|
||||
|
||||
|
@ -518,10 +529,10 @@ static float4 ocol0;
|
|||
}
|
||||
|
||||
ss << R"(
|
||||
float4 Sample() { return texture(samp0, float3(v_tex0.xy, float(layer))); }
|
||||
float4 SampleLocation(float2 location) { return texture(samp0, float3(location, float(layer))); }
|
||||
float4 Sample() { return texture(samp0, v_tex0); }
|
||||
float4 SampleLocation(float2 location) { return texture(samp0, float3(location, float(v_tex0.z))); }
|
||||
float4 SampleLayer(int layer) { return texture(samp0, float3(v_tex0.xy, float(layer))); }
|
||||
#define SampleOffset(offset) textureOffset(samp0, float3(v_tex0.xy, float(layer)), offset)
|
||||
#define SampleOffset(offset) textureOffset(samp0, v_tex0, offset)
|
||||
|
||||
float2 GetWindowResolution()
|
||||
{
|
||||
|
@ -543,6 +554,11 @@ float2 GetCoordinates()
|
|||
return v_tex0.xy;
|
||||
}
|
||||
|
||||
float GetLayer()
|
||||
{
|
||||
return v_tex0.z;
|
||||
}
|
||||
|
||||
uint GetTime()
|
||||
{
|
||||
return time;
|
||||
|
@ -592,14 +608,24 @@ bool PostProcessing::CompileVertexShader()
|
|||
}
|
||||
else
|
||||
{
|
||||
ss << "VARYING_LOCATION(0) out float3 v_tex0;\n";
|
||||
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
|
||||
{
|
||||
ss << "VARYING_LOCATION(0) out VertexData {\n";
|
||||
ss << " float3 v_tex0;\n";
|
||||
ss << "};\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
ss << "VARYING_LOCATION(0) out float3 v_tex0;\n";
|
||||
}
|
||||
|
||||
ss << "#define id gl_VertexID\n";
|
||||
ss << "#define opos gl_Position\n";
|
||||
ss << "void main() {\n";
|
||||
}
|
||||
ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n";
|
||||
ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
|
||||
ss << " v_tex0 = float3(src_rect.xy + (src_rect.zw * v_tex0.xy), 0.0f);\n";
|
||||
ss << " v_tex0 = float3(src_rect.xy + (src_rect.zw * v_tex0.xy), float(src_layer));\n";
|
||||
|
||||
if (g_ActiveConfig.backend_info.api_type == APIType::Vulkan)
|
||||
ss << " opos.y = -opos.y;\n";
|
||||
|
@ -621,8 +647,8 @@ struct BuiltinUniforms
|
|||
float resolution[4];
|
||||
float window_resolution[4];
|
||||
float src_rect[4];
|
||||
s32 time;
|
||||
u32 layer;
|
||||
s32 src_layer;
|
||||
u32 time;
|
||||
u32 padding[2];
|
||||
};
|
||||
|
||||
|
@ -646,8 +672,8 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
|
|||
{static_cast<float>(src.left) * rcp_src_width, static_cast<float>(src.top) * rcp_src_height,
|
||||
static_cast<float>(src.GetWidth()) * rcp_src_width,
|
||||
static_cast<float>(src.GetHeight()) * rcp_src_height},
|
||||
static_cast<s32>(m_timer.GetTimeElapsed()),
|
||||
static_cast<u32>(src_layer),
|
||||
static_cast<s32>(src_layer),
|
||||
static_cast<u32>(m_timer.GetTimeElapsed()),
|
||||
};
|
||||
|
||||
u8* buf = m_uniform_staging_buffer.data();
|
||||
|
@ -716,9 +742,8 @@ bool PostProcessing::CompilePipeline()
|
|||
{
|
||||
AbstractPipelineConfig config = {};
|
||||
config.vertex_shader = m_vertex_shader.get();
|
||||
config.geometry_shader = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer ?
|
||||
g_shader_cache->GetTexcoordGeometryShader() :
|
||||
nullptr;
|
||||
config.geometry_shader =
|
||||
g_renderer->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
|
||||
config.pixel_shader = m_pixel_shader.get();
|
||||
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
|
||||
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
||||
|
|
|
@ -59,6 +59,7 @@
|
|||
#include "VideoCommon/FPSCounter.h"
|
||||
#include "VideoCommon/FrameDump.h"
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
#include "VideoCommon/FramebufferShaderGen.h"
|
||||
#include "VideoCommon/ImageWrite.h"
|
||||
#include "VideoCommon/NetPlayChatUI.h"
|
||||
#include "VideoCommon/NetPlayGolfUI.h"
|
||||
|
@ -442,6 +443,13 @@ void Renderer::CheckForConfigChanges()
|
|||
// Notify the backend of the changes, if any.
|
||||
OnConfigChanged(changed_bits);
|
||||
|
||||
// If there's any shader changes, wait for the GPU to finish before destroying anything.
|
||||
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
|
||||
{
|
||||
WaitForGPUIdle();
|
||||
SetPipeline(nullptr);
|
||||
}
|
||||
|
||||
// Framebuffer changed?
|
||||
if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
|
||||
CONFIG_CHANGE_BIT_TARGET_SIZE))
|
||||
|
@ -453,8 +461,6 @@ void Renderer::CheckForConfigChanges()
|
|||
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
|
||||
{
|
||||
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
|
||||
WaitForGPUIdle();
|
||||
SetPipeline(nullptr);
|
||||
g_vertex_manager->InvalidatePipelineObject();
|
||||
g_shader_cache->SetHostConfig(new_host_config);
|
||||
g_shader_cache->Reload();
|
||||
|
@ -467,6 +473,14 @@ void Renderer::CheckForConfigChanges()
|
|||
BPFunctions::SetViewport();
|
||||
BPFunctions::SetScissor();
|
||||
}
|
||||
|
||||
// Stereo mode change requires recompiling our post processing pipeline and imgui pipelines for
|
||||
// rendering the UI.
|
||||
if (changed_bits & CONFIG_CHANGE_BIT_STEREO_MODE)
|
||||
{
|
||||
RecompileImGuiPipeline();
|
||||
m_post_processor->RecompilePipeline();
|
||||
}
|
||||
}
|
||||
|
||||
// Create On-Screen-Messages
|
||||
|
@ -896,90 +910,6 @@ void Renderer::RecordVideoMemory()
|
|||
texMem);
|
||||
}
|
||||
|
||||
static std::string GenerateImGuiVertexShader()
|
||||
{
|
||||
const APIType api_type = g_ActiveConfig.backend_info.api_type;
|
||||
std::stringstream ss;
|
||||
|
||||
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
|
||||
if (api_type == APIType::D3D)
|
||||
ss << "cbuffer PSBlock : register(b0) {\n";
|
||||
else if (api_type == APIType::OpenGL)
|
||||
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
|
||||
else if (api_type == APIType::Vulkan)
|
||||
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
|
||||
ss << "float2 u_rcp_viewport_size_mul2;\n";
|
||||
ss << "};\n";
|
||||
|
||||
if (api_type == APIType::D3D)
|
||||
{
|
||||
ss << "void main(in float2 rawpos : POSITION,\n"
|
||||
<< " in float2 rawtex0 : TEXCOORD,\n"
|
||||
<< " in float4 rawcolor0 : COLOR,\n"
|
||||
<< " out float2 frag_uv : TEXCOORD,\n"
|
||||
<< " out float4 frag_color : COLOR,\n"
|
||||
<< " out float4 out_pos : SV_Position)\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
|
||||
<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
|
||||
<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
|
||||
<< "VARYING_LOCATION(0) out float2 frag_uv;\n"
|
||||
<< "VARYING_LOCATION(1) out float4 frag_color;\n"
|
||||
<< "void main()\n";
|
||||
}
|
||||
|
||||
ss << "{\n"
|
||||
<< " frag_uv = rawtex0;\n"
|
||||
<< " frag_color = rawcolor0;\n";
|
||||
|
||||
ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
|
||||
<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
|
||||
"u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
|
||||
|
||||
// Clip-space is flipped in Vulkan
|
||||
if (api_type == APIType::Vulkan)
|
||||
ss << " gl_Position.y = -gl_Position.y;\n";
|
||||
|
||||
ss << "}\n";
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
static std::string GenerateImGuiPixelShader()
|
||||
{
|
||||
const APIType api_type = g_ActiveConfig.backend_info.api_type;
|
||||
|
||||
std::stringstream ss;
|
||||
if (api_type == APIType::D3D)
|
||||
{
|
||||
ss << "Texture2DArray tex0 : register(t0);\n"
|
||||
<< "SamplerState samp0 : register(s0);\n"
|
||||
<< "void main(in float2 frag_uv : TEXCOORD,\n"
|
||||
<< " in float4 frag_color : COLOR,\n"
|
||||
<< " out float4 ocol0 : SV_Target)\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
|
||||
<< "VARYING_LOCATION(0) in float2 frag_uv; \n"
|
||||
<< "VARYING_LOCATION(1) in float4 frag_color;\n"
|
||||
<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
|
||||
<< "void main()\n";
|
||||
}
|
||||
|
||||
ss << "{\n";
|
||||
|
||||
if (api_type == APIType::D3D)
|
||||
ss << " ocol0 = tex0.Sample(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
|
||||
else
|
||||
ss << " ocol0 = texture(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
|
||||
|
||||
ss << "}\n";
|
||||
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
bool Renderer::InitializeImGui()
|
||||
{
|
||||
if (!ImGui::CreateContext())
|
||||
|
@ -1007,42 +937,6 @@ bool Renderer::InitializeImGui()
|
|||
return false;
|
||||
}
|
||||
|
||||
const std::string vertex_shader_source = GenerateImGuiVertexShader();
|
||||
const std::string pixel_shader_source = GenerateImGuiPixelShader();
|
||||
std::unique_ptr<AbstractShader> vertex_shader =
|
||||
CreateShaderFromSource(ShaderStage::Vertex, vertex_shader_source);
|
||||
std::unique_ptr<AbstractShader> pixel_shader =
|
||||
CreateShaderFromSource(ShaderStage::Pixel, pixel_shader_source);
|
||||
if (!vertex_shader || !pixel_shader)
|
||||
{
|
||||
PanicAlert("Failed to compile imgui shaders");
|
||||
return false;
|
||||
}
|
||||
|
||||
AbstractPipelineConfig pconfig = {};
|
||||
pconfig.vertex_format = m_imgui_vertex_format.get();
|
||||
pconfig.vertex_shader = vertex_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 = BlendMode::SRCALPHA;
|
||||
pconfig.blending_state.dstfactor = BlendMode::INVSRCALPHA;
|
||||
pconfig.blending_state.srcfactoralpha = BlendMode::ZERO;
|
||||
pconfig.blending_state.dstfactoralpha = BlendMode::ONE;
|
||||
pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
|
||||
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 = CreatePipeline(pconfig);
|
||||
if (!m_imgui_pipeline)
|
||||
{
|
||||
PanicAlert("Failed to create imgui pipeline");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Font texture(s).
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
@ -1066,11 +960,67 @@ bool Renderer::InitializeImGui()
|
|||
m_imgui_textures.push_back(std::move(font_tex));
|
||||
}
|
||||
|
||||
if (!RecompileImGuiPipeline())
|
||||
return false;
|
||||
|
||||
m_imgui_last_frame_time = Common::Timer::GetTimeUs();
|
||||
BeginImGuiFrame();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Renderer::RecompileImGuiPipeline()
|
||||
{
|
||||
std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
|
||||
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader());
|
||||
std::unique_ptr<AbstractShader> pixel_shader =
|
||||
CreateShaderFromSource(ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader());
|
||||
if (!vertex_shader || !pixel_shader)
|
||||
{
|
||||
PanicAlert("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 (UseGeometryShaderForUI())
|
||||
{
|
||||
geometry_shader = CreateShaderFromSource(
|
||||
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1));
|
||||
if (!geometry_shader)
|
||||
{
|
||||
PanicAlert("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 = BlendMode::SRCALPHA;
|
||||
pconfig.blending_state.dstfactor = BlendMode::INVSRCALPHA;
|
||||
pconfig.blending_state.srcfactoralpha = BlendMode::ZERO;
|
||||
pconfig.blending_state.dstfactoralpha = BlendMode::ONE;
|
||||
pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
|
||||
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 = CreatePipeline(pconfig);
|
||||
if (!m_imgui_pipeline)
|
||||
{
|
||||
PanicAlert("Failed to create imgui pipeline");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Renderer::ShutdownImGui()
|
||||
{
|
||||
ImGui::EndFrame();
|
||||
|
@ -1160,6 +1110,15 @@ void Renderer::DrawImGui()
|
|||
m_current_framebuffer));
|
||||
}
|
||||
|
||||
bool Renderer::UseGeometryShaderForUI() const
|
||||
{
|
||||
// OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo,
|
||||
// instead drawing twice and the eye selected by glDrawBuffer() (see
|
||||
// OGL::Renderer::RenderXFBToScreen).
|
||||
return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
|
||||
g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
|
||||
}
|
||||
|
||||
std::unique_lock<std::mutex> Renderer::GetImGuiLock()
|
||||
{
|
||||
return std::unique_lock<std::mutex>(m_imgui_mutex);
|
||||
|
|
|
@ -199,9 +199,6 @@ public:
|
|||
void SaveScreenshot(std::string filename, bool wait_for_completion);
|
||||
void DrawDebugText();
|
||||
|
||||
// ImGui initialization depends on being able to create textures and pipelines, so do it last.
|
||||
bool InitializeImGui();
|
||||
|
||||
virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
|
||||
bool zEnable, u32 color, u32 z);
|
||||
virtual void ReinterpretPixelData(EFBReinterpretType convtype);
|
||||
|
@ -243,6 +240,10 @@ public:
|
|||
|
||||
virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
|
||||
|
||||
// Returns true if a layer-expanding geometry shader should be used when rendering the user
|
||||
// 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".
|
||||
|
@ -275,6 +276,12 @@ 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();
|
||||
|
|
Loading…
Reference in New Issue