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