528 lines
16 KiB
C++
528 lines
16 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Present.h"
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#include "Core/HW/VideoInterface.h"
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#include "Core/Host.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/FrameDumper.h"
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#include "VideoCommon/OnScreenUI.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoConfig.h"
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std::unique_ptr<VideoCommon::Presenter> g_presenter;
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namespace VideoCommon
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{
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static float AspectToWidescreen(float aspect)
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{
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return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
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}
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Presenter::Presenter()
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{
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}
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Presenter::~Presenter()
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{
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// Disable ControllerInterface's aspect ratio adjustments so mapping dialog behaves normally.
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g_controller_interface.SetAspectRatioAdjustment(1);
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}
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bool Presenter::Initialize()
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{
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UpdateDrawRectangle();
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m_post_processor = std::make_unique<VideoCommon::PostProcessing>();
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if (!m_post_processor->Initialize(m_backbuffer_format))
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return false;
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m_onscreen_ui = std::make_unique<OnScreenUI>();
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if (!m_onscreen_ui->Initialize(m_backbuffer_width, m_backbuffer_height, m_backbuffer_scale))
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return false;
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if (!g_gfx->IsHeadless())
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SetBackbuffer(g_gfx->GetSurfaceInfo());
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return true;
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}
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void Presenter::SetBackbuffer(int backbuffer_width, int backbuffer_height)
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{
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m_backbuffer_width = backbuffer_width;
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m_backbuffer_height = backbuffer_height;
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UpdateDrawRectangle();
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}
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void Presenter::SetBackbuffer(SurfaceInfo info)
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{
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m_backbuffer_width = info.width;
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m_backbuffer_height = info.height;
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m_backbuffer_scale = info.scale;
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m_backbuffer_format = info.format;
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UpdateDrawRectangle();
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}
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void Presenter::CheckForConfigChanges(u32 changed_bits)
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{
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// Check for post-processing shader changes. Done up here as it doesn't affect anything outside
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// the post-processor. Note that options are applied every frame, so no need to check those.
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if (m_post_processor->GetConfig()->GetShader() != g_ActiveConfig.sPostProcessingShader)
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{
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// The existing shader must not be in use when it's destroyed
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g_gfx->WaitForGPUIdle();
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m_post_processor->RecompileShader();
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}
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// Stereo mode change requires recompiling our post processing pipeline and imgui pipelines for
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// rendering the UI.
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if (changed_bits & ConfigChangeBits::CONFIG_CHANGE_BIT_STEREO_MODE)
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{
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m_onscreen_ui->RecompileImGuiPipeline();
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m_post_processor->RecompilePipeline();
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}
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}
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void Presenter::BeginUIFrame()
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{
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if (g_gfx->IsHeadless())
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return;
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g_gfx->BeginUtilityDrawing();
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g_gfx->BindBackbuffer({0.0f, 0.0f, 0.0f, 1.0f});
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}
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void Presenter::EndUIFrame()
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{
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m_onscreen_ui->Finalize();
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if (g_gfx->IsHeadless())
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{
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m_onscreen_ui->DrawImGui();
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std::lock_guard<std::mutex> guard(m_swap_mutex);
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g_gfx->PresentBackbuffer();
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g_gfx->EndUtilityDrawing();
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}
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m_onscreen_ui->BeginImGuiFrame(m_backbuffer_width, m_backbuffer_height);
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}
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std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
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Presenter::ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const
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{
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// Resize target to half its original size
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auto draw_rc = rc;
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if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
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{
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// The height may be negative due to flipped rectangles
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int height = rc.bottom - rc.top;
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draw_rc.top += height / 4;
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draw_rc.bottom -= height / 4;
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}
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else
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{
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int width = rc.right - rc.left;
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draw_rc.left += width / 4;
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draw_rc.right -= width / 4;
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}
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// Create two target rectangle offset to the sides of the backbuffer
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auto left_rc = draw_rc;
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auto right_rc = draw_rc;
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if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
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{
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left_rc.top -= m_backbuffer_height / 4;
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left_rc.bottom -= m_backbuffer_height / 4;
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right_rc.top += m_backbuffer_height / 4;
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right_rc.bottom += m_backbuffer_height / 4;
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}
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else
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{
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left_rc.left -= m_backbuffer_width / 4;
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left_rc.right -= m_backbuffer_width / 4;
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right_rc.left += m_backbuffer_width / 4;
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right_rc.right += m_backbuffer_width / 4;
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}
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return std::make_tuple(left_rc, right_rc);
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}
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float Presenter::CalculateDrawAspectRatio() const
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{
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const auto aspect_mode = g_ActiveConfig.aspect_mode;
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// If stretch is enabled, we prefer the aspect ratio of the window.
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if (aspect_mode == AspectMode::Stretch)
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return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
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const float aspect_ratio = VideoInterface::GetAspectRatio();
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if (aspect_mode == AspectMode::AnalogWide ||
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(aspect_mode == AspectMode::Auto && g_renderer->IsGameWidescreen()))
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{
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return AspectToWidescreen(aspect_ratio);
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}
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return aspect_ratio;
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}
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void Presenter::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
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MathUtil::Rectangle<int>* source_rect, int fb_width,
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int fb_height)
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{
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const int orig_target_width = target_rect->GetWidth();
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const int orig_target_height = target_rect->GetHeight();
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const int orig_source_width = source_rect->GetWidth();
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const int orig_source_height = source_rect->GetHeight();
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if (target_rect->left < 0)
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{
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const int offset = -target_rect->left;
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target_rect->left = 0;
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source_rect->left += offset * orig_source_width / orig_target_width;
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}
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if (target_rect->right > fb_width)
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{
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const int offset = target_rect->right - fb_width;
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target_rect->right -= offset;
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source_rect->right -= offset * orig_source_width / orig_target_width;
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}
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if (target_rect->top < 0)
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{
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const int offset = -target_rect->top;
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target_rect->top = 0;
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source_rect->top += offset * orig_source_height / orig_target_height;
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}
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if (target_rect->bottom > fb_height)
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{
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const int offset = target_rect->bottom - fb_height;
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target_rect->bottom -= offset;
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source_rect->bottom -= offset * orig_source_height / orig_target_height;
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}
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}
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void Presenter::ReleaseXFBContentLock()
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{
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if (m_xfb_entry)
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m_xfb_entry->ReleaseContentLock();
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}
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void Presenter::ChangeSurface(void* new_surface_handle)
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{
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std::lock_guard<std::mutex> lock(m_swap_mutex);
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m_new_surface_handle = new_surface_handle;
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m_surface_changed.Set();
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}
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void Presenter::ResizeSurface()
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{
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std::lock_guard<std::mutex> lock(m_swap_mutex);
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m_surface_resized.Set();
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}
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void* Presenter::GetNewSurfaceHandle()
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{
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return m_new_surface_handle;
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m_new_surface_handle = nullptr;
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}
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void Presenter::SetWindowSize(int width, int height)
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{
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const auto [out_width, out_height] = g_presenter->CalculateOutputDimensions(width, height);
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// Track the last values of width/height to avoid sending a window resize event every frame.
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if (out_width == m_last_window_request_width && out_height == m_last_window_request_height)
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return;
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m_last_window_request_width = out_width;
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m_last_window_request_height = out_height;
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Host_RequestRenderWindowSize(out_width, out_height);
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}
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// Crop to exactly 16:9 or 4:3 if enabled and not AspectMode::Stretch.
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std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float height) const
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{
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const auto aspect_mode = g_ActiveConfig.aspect_mode;
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if (!g_ActiveConfig.bCrop || aspect_mode == AspectMode::Stretch)
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return {width, height};
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// Force 4:3 or 16:9 by cropping the image.
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const float current_aspect = width / height;
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const float expected_aspect =
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(aspect_mode == AspectMode::AnalogWide ||
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(aspect_mode == AspectMode::Auto && g_renderer->IsGameWidescreen())) ?
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(16.0f / 9.0f) :
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(4.0f / 3.0f);
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if (current_aspect > expected_aspect)
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{
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// keep height, crop width
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width = height * expected_aspect;
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}
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else
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{
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// keep width, crop height
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height = width / expected_aspect;
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}
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return {width, height};
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}
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void Presenter::UpdateDrawRectangle()
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{
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const float draw_aspect_ratio = CalculateDrawAspectRatio();
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// Update aspect ratio hack values
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// Won't take effect until next frame
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// Don't know if there is a better place for this code so there isn't a 1 frame delay
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if (g_ActiveConfig.bWidescreenHack)
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{
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float source_aspect = VideoInterface::GetAspectRatio();
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if (g_renderer && g_renderer->IsGameWidescreen())
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source_aspect = AspectToWidescreen(source_aspect);
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const float adjust = source_aspect / draw_aspect_ratio;
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if (adjust > 1)
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{
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// Vert+
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g_Config.fAspectRatioHackW = 1;
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g_Config.fAspectRatioHackH = 1 / adjust;
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}
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else
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{
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// Hor+
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g_Config.fAspectRatioHackW = adjust;
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g_Config.fAspectRatioHackH = 1;
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}
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}
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else
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{
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// Hack is disabled.
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g_Config.fAspectRatioHackW = 1;
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g_Config.fAspectRatioHackH = 1;
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}
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// The rendering window size
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const float win_width = static_cast<float>(m_backbuffer_width);
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const float win_height = static_cast<float>(m_backbuffer_height);
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// FIXME: this breaks at very low widget sizes
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// Make ControllerInterface aware of the render window region actually being used
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// to adjust mouse cursor inputs.
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g_controller_interface.SetAspectRatioAdjustment(draw_aspect_ratio / (win_width / win_height));
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float draw_width = draw_aspect_ratio;
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float draw_height = 1;
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// Crop the picture to a standard aspect ratio. (if enabled)
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auto [crop_width, crop_height] = ApplyStandardAspectCrop(draw_width, draw_height);
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// scale the picture to fit the rendering window
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if (win_width / win_height >= crop_width / crop_height)
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{
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// the window is flatter than the picture
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draw_width *= win_height / crop_height;
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crop_width *= win_height / crop_height;
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draw_height *= win_height / crop_height;
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crop_height = win_height;
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}
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else
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{
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// the window is skinnier than the picture
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draw_width *= win_width / crop_width;
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draw_height *= win_width / crop_width;
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crop_height *= win_width / crop_width;
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crop_width = win_width;
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}
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// ensure divisibility by 4 to make it compatible with all the video encoders
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draw_width = std::ceil(draw_width) - static_cast<int>(std::ceil(draw_width)) % 4;
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draw_height = std::ceil(draw_height) - static_cast<int>(std::ceil(draw_height)) % 4;
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m_target_rectangle.left = static_cast<int>(std::round(win_width / 2.0 - draw_width / 2.0));
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m_target_rectangle.top = static_cast<int>(std::round(win_height / 2.0 - draw_height / 2.0));
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m_target_rectangle.right = m_target_rectangle.left + static_cast<int>(draw_width);
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m_target_rectangle.bottom = m_target_rectangle.top + static_cast<int>(draw_height);
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}
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std::tuple<float, float> Presenter::ScaleToDisplayAspectRatio(const int width,
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const int height) const
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{
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// Scale either the width or height depending the content aspect ratio.
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// This way we preserve as much resolution as possible when scaling.
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float scaled_width = static_cast<float>(width);
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float scaled_height = static_cast<float>(height);
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const float draw_aspect = CalculateDrawAspectRatio();
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if (scaled_width / scaled_height >= draw_aspect)
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scaled_height = scaled_width / draw_aspect;
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else
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scaled_width = scaled_height * draw_aspect;
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return std::make_tuple(scaled_width, scaled_height);
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}
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std::tuple<int, int> Presenter::CalculateOutputDimensions(int width, int height) const
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{
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width = std::max(width, 1);
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height = std::max(height, 1);
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auto [scaled_width, scaled_height] = ScaleToDisplayAspectRatio(width, height);
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// Apply crop if enabled.
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std::tie(scaled_width, scaled_height) = ApplyStandardAspectCrop(scaled_width, scaled_height);
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width = static_cast<int>(std::ceil(scaled_width));
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height = static_cast<int>(std::ceil(scaled_height));
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// UpdateDrawRectangle() makes sure that the rendered image is divisible by four for video
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// encoders, so do that here too to match it
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width -= width % 4;
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height -= height % 4;
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return std::make_tuple(width, height);
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}
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void Presenter::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc)
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{
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if (!g_ActiveConfig.backend_info.bSupportsPostProcessing)
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{
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g_gfx->ShowImage(source_texture, source_rc);
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return;
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}
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if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
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g_ActiveConfig.backend_info.bUsesExplictQuadBuffering)
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{
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// Quad-buffered stereo is annoying on GL.
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g_gfx->SelectLeftBuffer();
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m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
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g_gfx->SelectRightBuffer();
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m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 1);
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g_gfx->SelectMainBuffer();
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}
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else if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
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g_ActiveConfig.stereo_mode == StereoMode::TAB)
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{
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const auto [left_rc, right_rc] = ConvertStereoRectangle(target_rc);
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m_post_processor->BlitFromTexture(left_rc, source_rc, source_texture, 0);
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m_post_processor->BlitFromTexture(right_rc, source_rc, source_texture, 1);
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}
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else
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{
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m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
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}
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}
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bool Presenter::SubmitXFB(RcTcacheEntry xfb_entry, MathUtil::Rectangle<int>& xfb_rect, u64 ticks,
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int frame_count)
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{
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m_xfb_entry = std::move(xfb_entry);
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m_xfb_rect = xfb_rect;
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bool is_duplicate_frame = m_last_xfb_id == m_xfb_entry->id;
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if (!is_duplicate_frame || !g_ActiveConfig.bSkipPresentingDuplicateXFBs)
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{
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Present();
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if (g_frame_dumper->IsFrameDumping())
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{
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MathUtil::Rectangle<int> target_rect;
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if (!g_ActiveConfig.bInternalResolutionFrameDumps && !g_gfx->IsHeadless())
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{
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target_rect = GetTargetRectangle();
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}
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else
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{
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int width, height;
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std::tie(width, height) =
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CalculateOutputDimensions(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
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target_rect = MathUtil::Rectangle<int>(0, 0, width, height);
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}
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g_frame_dumper->DumpCurrentFrame(m_xfb_entry->texture.get(), m_xfb_rect, target_rect, ticks,
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frame_count);
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}
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}
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return is_duplicate_frame;
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}
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void Presenter::Present()
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{
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m_last_xfb_id = m_xfb_entry->id;
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// Since we use the common pipelines here and draw vertices if a batch is currently being
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// built by the vertex loader, we end up trampling over its pointer, as we share the buffer
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// with the loader, and it has not been unmapped yet. Force a pipeline flush to avoid this.
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g_vertex_manager->Flush();
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// Render any UI elements to the draw list.
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m_onscreen_ui->Finalize();
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// Render the XFB to the screen.
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g_gfx->BeginUtilityDrawing();
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if (!g_gfx->IsHeadless())
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{
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g_gfx->BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}});
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UpdateDrawRectangle();
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// Adjust the source rectangle instead of using an oversized viewport to render the XFB.
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auto render_target_rc = GetTargetRectangle();
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auto render_source_rc = m_xfb_rect;
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AdjustRectanglesToFitBounds(&render_target_rc, &render_source_rc, m_backbuffer_width,
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m_backbuffer_height);
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RenderXFBToScreen(render_target_rc, m_xfb_entry->texture.get(), render_source_rc);
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m_onscreen_ui->DrawImGui();
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// Present to the window system.
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{
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std::lock_guard<std::mutex> guard(m_swap_mutex);
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g_gfx->PresentBackbuffer();
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}
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// Update the window size based on the frame that was just rendered.
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// Due to depending on guest state, we need to call this every frame.
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SetWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
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}
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m_onscreen_ui->BeginImGuiFrame(m_backbuffer_width, m_backbuffer_height);
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g_gfx->EndUtilityDrawing();
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}
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void Presenter::SetKeyMap(std::span<std::array<int, 2>> key_map)
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{
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m_onscreen_ui->SetKeyMap(key_map);
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}
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void Presenter::SetKey(u32 key, bool is_down, const char* chars)
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{
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m_onscreen_ui->SetKey(key, is_down, chars);
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}
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void Presenter::SetMousePos(float x, float y)
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{
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m_onscreen_ui->SetMousePos(x, y);
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}
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void Presenter::SetMousePress(u32 button_mask)
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{
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m_onscreen_ui->SetMousePress(button_mask);
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}
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} // namespace VideoCommon
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