dolphin/Source/Core/VideoCommon/OnScreenUI.cpp

477 lines
16 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/OnScreenUI.h"
#include "Common/EnumMap.h"
#include "Common/Profiler.h"
#include "Common/Timer.h"
#include "Core/AchievementManager.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);
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;
}
const bool linear_space_output =
g_presenter->GetBackbufferFormat() == AbstractTextureFormat::RGBA16F;
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(linear_space_output),
"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());
}
#ifdef USE_RETRO_ACHIEVEMENTS
void OnScreenUI::DrawChallenges()
{
std::lock_guard lg{*AchievementManager::GetInstance()->GetLock()};
const AchievementManager::NamedIconMap& challenge_icons =
AchievementManager::GetInstance()->GetChallengeIcons();
if (challenge_icons.size() == 0)
return;
const std::string window_name = "Challenges";
u32 sum_of_icon_heights = 0;
u32 max_icon_width = 0;
for (const auto& [name, icon] : challenge_icons)
{
// These *should* all be the same square size but you never know.
if (icon->width > max_icon_width)
max_icon_width = icon->width;
sum_of_icon_heights += icon->height;
}
ImGui::SetNextWindowPos(
ImVec2(ImGui::GetIO().DisplaySize.x - 20.f * m_backbuffer_scale - max_icon_width,
ImGui::GetIO().DisplaySize.y - 20.f * m_backbuffer_scale - sum_of_icon_heights));
ImGui::SetNextWindowSize(ImVec2(0.0f, 0.0f));
if (ImGui::Begin(window_name.c_str(), nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
{
for (const auto& [name, icon] : challenge_icons)
{
if (m_challenge_texture_map.find(name) != m_challenge_texture_map.end())
continue;
const u32 width = icon->width;
const u32 height = icon->height;
TextureConfig tex_config(width, height, 1, 1, 1, AbstractTextureFormat::RGBA8, 0);
auto res = m_challenge_texture_map.insert_or_assign(name, g_gfx->CreateTexture(tex_config));
res.first->second->Load(0, width, height, width, icon->rgba_data.data(),
sizeof(u32) * width * height);
}
for (auto& [name, texture] : m_challenge_texture_map)
{
auto icon_itr = challenge_icons.find(name);
if (icon_itr == challenge_icons.end())
{
m_challenge_texture_map.erase(name);
continue;
}
if (texture)
{
ImGui::Image(texture.get(), ImVec2(static_cast<float>(icon_itr->second->width),
static_cast<float>(icon_itr->second->height)));
}
}
}
ImGui::End();
}
#endif // USE_RETRO_ACHIEVEMENTS
void OnScreenUI::Finalize()
{
auto lock = GetImGuiLock();
g_perf_metrics.DrawImGuiStats(m_backbuffer_scale);
DrawDebugText();
OSD::DrawMessages();
#ifdef USE_RETRO_ACHIEVEMENTS
DrawChallenges();
#endif // USE_RETRO_ACHIEVEMENTS
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;
// ScaleAllSizes scales in-place, so calling it twice will double-apply the scale
// Reset the style first so that the scale is applied to the base style, not an already-scaled one
ImGui::GetStyle() = {};
ImGui::GetStyle().WindowRounding = 7.0f;
ImGui::GetStyle().ScaleAllSizes(backbuffer_scale);
m_backbuffer_scale = backbuffer_scale;
}
void OnScreenUI::SetKeyMap(const DolphinKeyMap& key_map)
{
static constexpr DolphinKeyMap dolphin_to_imgui_map = {
ImGuiKey_Tab, ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow,
ImGuiKey_DownArrow, ImGuiKey_PageUp, ImGuiKey_PageDown, ImGuiKey_Home,
ImGuiKey_End, ImGuiKey_Insert, ImGuiKey_Delete, ImGuiKey_Backspace,
ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_KeypadEnter,
ImGuiKey_A, ImGuiKey_C, ImGuiKey_V, ImGuiKey_X,
ImGuiKey_Y, ImGuiKey_Z,
};
auto lock = GetImGuiLock();
if (!ImGui::GetCurrentContext())
return;
m_dolphin_to_imgui_map.clear();
for (int dolphin_key = 0; dolphin_key <= static_cast<int>(DolphinKey::Z); dolphin_key++)
{
const int imgui_key = dolphin_to_imgui_map[DolphinKey(dolphin_key)];
if (imgui_key >= 0)
{
const int mapped_key = key_map[DolphinKey(dolphin_key)];
m_dolphin_to_imgui_map[mapped_key & 0x1FF] = imgui_key;
}
}
}
void OnScreenUI::SetKey(u32 key, bool is_down, const char* chars)
{
auto lock = GetImGuiLock();
if (auto iter = m_dolphin_to_imgui_map.find(key); iter != m_dolphin_to_imgui_map.end())
ImGui::GetIO().AddKeyEvent((ImGuiKey)iter->second, 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