Moving elemental to immediate drawer.

This commit is contained in:
Ben Vanik 2015-11-07 09:52:57 -08:00
parent 440c807936
commit fdf59fec5f
11 changed files with 169 additions and 363 deletions

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@ -0,0 +1,112 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/elemental_drawer.h"
#include "el/graphics/bitmap_fragment.h"
#include "el/util/math.h"
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/profiling.h"
#include "xenia/ui/window.h"
namespace xe {
namespace ui {
ElementalDrawer::ElementalBitmap::ElementalBitmap(ElementalDrawer* drawer,
int width, int height,
uint32_t* data)
: drawer_(drawer) {
assert(width == el::util::GetNearestPowerOfTwo(width));
assert(height == el::util::GetNearestPowerOfTwo(height));
width_ = width;
height_ = height;
drawer_->FlushBitmap(this);
auto immediate_drawer = drawer_->graphics_context_->immediate_drawer();
texture_ = immediate_drawer->CreateTexture(
width, height, ImmediateTextureFilter::kLinear, true,
reinterpret_cast<uint8_t*>(data));
}
ElementalDrawer::ElementalBitmap::~ElementalBitmap() {
// Must flush and unbind before we delete the texture.
drawer_->FlushBitmap(this);
}
void ElementalDrawer::ElementalBitmap::set_data(uint32_t* data) {
drawer_->FlushBitmap(this);
auto immediate_drawer = drawer_->graphics_context_->immediate_drawer();
immediate_drawer->UpdateTexture(texture_.get(),
reinterpret_cast<uint8_t*>(data));
}
ElementalDrawer::ElementalDrawer(xe::ui::Window* window)
: window_(window), graphics_context_(window->context()) {
static_assert(sizeof(ImmediateVertex) == sizeof(Vertex),
"Vertex types must match");
}
ElementalDrawer::~ElementalDrawer() = default;
void ElementalDrawer::BeginPaint(int render_target_w, int render_target_h) {
Renderer::BeginPaint(render_target_w, render_target_h);
auto immediate_drawer = graphics_context_->immediate_drawer();
immediate_drawer->Begin(render_target_w, render_target_h);
batch_.vertices = vertices_;
}
void ElementalDrawer::EndPaint() {
Renderer::EndPaint();
auto immediate_drawer = graphics_context_->immediate_drawer();
immediate_drawer->End();
}
std::unique_ptr<el::graphics::Bitmap> ElementalDrawer::CreateBitmap(
int width, int height, uint32_t* data) {
auto bitmap = std::make_unique<ElementalBitmap>(this, width, height, data);
return std::unique_ptr<el::graphics::Bitmap>(bitmap.release());
}
void ElementalDrawer::RenderBatch(Batch* batch) {
auto immediate_drawer = graphics_context_->immediate_drawer();
ImmediateDrawBatch draw_batch;
draw_batch.vertices = reinterpret_cast<ImmediateVertex*>(batch->vertices);
draw_batch.vertex_count = static_cast<int>(batch->vertex_count);
immediate_drawer->BeginDrawBatch(draw_batch);
ImmediateDraw draw;
draw.primitive_type = ImmediatePrimitiveType::kTriangles;
draw.count = static_cast<int>(batch->vertex_count);
auto bitmap = static_cast<ElementalBitmap*>(batch->bitmap);
draw.texture_handle = bitmap ? bitmap->texture_->handle : 0;
draw.scissor = true;
draw.scissor_rect[0] = current_clip_.x;
draw.scissor_rect[1] =
window_->height() - (current_clip_.y + current_clip_.h);
draw.scissor_rect[2] = current_clip_.w;
draw.scissor_rect[3] = current_clip_.h;
immediate_drawer->Draw(draw);
immediate_drawer->EndDrawBatch();
}
void ElementalDrawer::set_clip_rect(const el::Rect& rect) {
current_clip_ = rect;
}
} // namespace ui
} // namespace xe

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@ -2,31 +2,30 @@
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_GL4_ELEMENTAL_RENDERER_H_
#define XENIA_UI_GL_GL4_ELEMENTAL_RENDERER_H_
#ifndef XENIA_UI_ELEMENTAL_DRAWER_H_
#define XENIA_UI_ELEMENTAL_DRAWER_H_
#include <cstdint>
#include <memory>
#include "el/graphics/renderer.h"
#include "xenia/ui/gl/circular_buffer.h"
#include "xenia/ui/gl/gl_context.h"
#include "xenia/ui/immediate_drawer.h"
namespace xe {
namespace ui {
namespace gl {
class GL4ElementalRenderer : public el::graphics::Renderer {
class GraphicsContext;
class Window;
class ElementalDrawer : public el::graphics::Renderer {
public:
explicit GL4ElementalRenderer(GLContext* context);
~GL4ElementalRenderer() override;
static std::unique_ptr<GL4ElementalRenderer> Create(GLContext* context);
ElementalDrawer(Window* window);
~ElementalDrawer();
void BeginPaint(int render_target_w, int render_target_h) override;
void EndPaint() override;
@ -37,51 +36,34 @@ class GL4ElementalRenderer : public el::graphics::Renderer {
void RenderBatch(Batch* batch) override;
void set_clip_rect(const el::Rect& rect) override;
private:
class GL4Bitmap : public el::graphics::Bitmap {
protected:
class ElementalBitmap : public el::graphics::Bitmap {
public:
GL4Bitmap(GLContext* context, GL4ElementalRenderer* renderer);
~GL4Bitmap();
ElementalBitmap(ElementalDrawer* drawer, int width, int height,
uint32_t* data);
~ElementalBitmap();
bool Init(int width, int height, uint32_t* data);
int width() override { return width_; }
int height() override { return height_; }
void set_data(uint32_t* data) override;
GLContext* context_ = nullptr;
GL4ElementalRenderer* renderer_ = nullptr;
ElementalDrawer* drawer_ = nullptr;
int width_ = 0;
int height_ = 0;
GLuint handle_ = 0;
GLuint64 gpu_handle_ = 0;
std::unique_ptr<ImmediateTexture> texture_;
};
static const uint32_t kMaxVertexBatchSize = 6 * 2048;
bool Initialize();
void Flush();
size_t max_vertex_batch_size() const override { return kMaxVertexBatchSize; }
GLContext* context_ = nullptr;
Window* window_ = nullptr;
GraphicsContext* graphics_context_ = nullptr;
GLuint program_ = 0;
GLuint vao_ = 0;
CircularBuffer vertex_buffer_;
static const size_t kMaxCommands = 512;
struct {
GLenum prim_type;
size_t vertex_offset;
size_t vertex_count;
} draw_commands_[kMaxCommands] = {{0}};
uint32_t draw_command_count_ = 0;
GL4Bitmap* current_bitmap_ = nullptr;
el::Rect current_clip_;
Vertex vertices_[kMaxVertexBatchSize];
};
} // namespace gl
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GL_GL4_ELEMENTAL_RENDERER_H_
#endif // XENIA_UI_ELEMENTAL_DRAWER_H_

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@ -1,297 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/gl4_elemental_renderer.h"
#include <cstring>
#include <memory>
#include <string>
#include "el/graphics/bitmap_fragment.h"
#include "el/util/math.h"
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/profiling.h"
#include "xenia/ui/gl/gl.h"
#include "xenia/ui/gl/gl_context.h"
namespace xe {
namespace ui {
namespace gl {
GL4ElementalRenderer::GL4Bitmap::GL4Bitmap(GLContext* context,
GL4ElementalRenderer* renderer)
: context_(context), renderer_(renderer) {}
GL4ElementalRenderer::GL4Bitmap::~GL4Bitmap() {
GraphicsContextLock lock(context_);
// Must flush and unbind before we delete the texture.
renderer_->FlushBitmap(this);
glMakeTextureHandleNonResidentARB(gpu_handle_);
glDeleteTextures(1, &handle_);
}
bool GL4ElementalRenderer::GL4Bitmap::Init(int width, int height,
uint32_t* data) {
GraphicsContextLock lock(context_);
assert(width == el::util::GetNearestPowerOfTwo(width));
assert(height == el::util::GetNearestPowerOfTwo(height));
width_ = width;
height_ = height;
glCreateTextures(GL_TEXTURE_2D, 1, &handle_);
glTextureParameteri(handle_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(handle_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameteri(handle_, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(handle_, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTextureStorage2D(handle_, 1, GL_RGBA8, width_, height_);
gpu_handle_ = glGetTextureHandleARB(handle_);
glMakeTextureHandleResidentARB(gpu_handle_);
set_data(data);
return true;
}
void GL4ElementalRenderer::GL4Bitmap::set_data(uint32_t* data) {
renderer_->FlushBitmap(this);
glTextureSubImage2D(handle_, 0, 0, 0, width_, height_, GL_RGBA,
GL_UNSIGNED_BYTE, data);
}
GL4ElementalRenderer::GL4ElementalRenderer(GLContext* context)
: context_(context),
vertex_buffer_(max_vertex_batch_size() * sizeof(Vertex)) {}
GL4ElementalRenderer::~GL4ElementalRenderer() {
GraphicsContextLock lock(context_);
vertex_buffer_.Shutdown();
glDeleteVertexArrays(1, &vao_);
glDeleteProgram(program_);
}
std::unique_ptr<GL4ElementalRenderer> GL4ElementalRenderer::Create(
GLContext* context) {
GraphicsContextLock lock(context);
auto renderer = std::make_unique<GL4ElementalRenderer>(context);
if (!renderer->Initialize()) {
XELOGE("Failed to initialize TurboBadger GL4 renderer");
return nullptr;
}
return renderer;
}
bool GL4ElementalRenderer::Initialize() {
if (!vertex_buffer_.Initialize()) {
XELOGE("Failed to initialize circular buffer");
return false;
}
const std::string header =
R"(
#version 450
#extension GL_ARB_bindless_texture : require
#extension GL_ARB_explicit_uniform_location : require
#extension GL_ARB_shading_language_420pack : require
precision highp float;
precision highp int;
layout(std140, column_major) uniform;
layout(std430, column_major) buffer;
)";
const std::string vertex_shader_source = header +
R"(
layout(location = 0) uniform mat4 projection_matrix;
layout(location = 0) in vec2 in_pos;
layout(location = 1) in vec4 in_color;
layout(location = 2) in vec2 in_uv;
layout(location = 0) out vec4 vtx_color;
layout(location = 1) out vec2 vtx_uv;
void main() {
gl_Position = projection_matrix * vec4(in_pos.xy, 0.0, 1.0);
vtx_color = in_color;
vtx_uv = in_uv;
})";
const std::string fragment_shader_source = header +
R"(
layout(location = 1, bindless_sampler) uniform sampler2D texture_sampler;
layout(location = 2) uniform float texture_mix;
layout(location = 0) in vec4 vtx_color;
layout(location = 1) in vec2 vtx_uv;
layout(location = 0) out vec4 oC;
void main() {
oC = vtx_color;
if (texture_mix > 0.0) {
vec4 color = texture(texture_sampler, vtx_uv);
oC *= color.rgba;
}
})";
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
const char* vertex_shader_source_ptr = vertex_shader_source.c_str();
GLint vertex_shader_source_length = GLint(vertex_shader_source.size());
glShaderSource(vertex_shader, 1, &vertex_shader_source_ptr,
&vertex_shader_source_length);
glCompileShader(vertex_shader);
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
const char* fragment_shader_source_ptr = fragment_shader_source.c_str();
GLint fragment_shader_source_length = GLint(fragment_shader_source.size());
glShaderSource(fragment_shader, 1, &fragment_shader_source_ptr,
&fragment_shader_source_length);
glCompileShader(fragment_shader);
program_ = glCreateProgram();
glAttachShader(program_, vertex_shader);
glAttachShader(program_, fragment_shader);
glLinkProgram(program_);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glCreateVertexArrays(1, &vao_);
glEnableVertexArrayAttrib(vao_, 0);
glVertexArrayAttribBinding(vao_, 0, 0);
glVertexArrayAttribFormat(vao_, 0, 2, GL_FLOAT, GL_FALSE,
offsetof(Vertex, x));
glEnableVertexArrayAttrib(vao_, 1);
glVertexArrayAttribBinding(vao_, 1, 0);
glVertexArrayAttribFormat(vao_, 1, 4, GL_UNSIGNED_BYTE, GL_TRUE,
offsetof(Vertex, color));
glEnableVertexArrayAttrib(vao_, 2);
glVertexArrayAttribBinding(vao_, 2, 0);
glVertexArrayAttribFormat(vao_, 2, 2, GL_FLOAT, GL_FALSE,
offsetof(Vertex, u));
glVertexArrayVertexBuffer(vao_, 0, vertex_buffer_.handle(), 0,
sizeof(Vertex));
return true;
}
std::unique_ptr<el::graphics::Bitmap> GL4ElementalRenderer::CreateBitmap(
int width, int height, uint32_t* data) {
auto bitmap = std::make_unique<GL4Bitmap>(context_, this);
if (!bitmap->Init(width, height, data)) {
return nullptr;
}
return std::unique_ptr<el::graphics::Bitmap>(bitmap.release());
}
void GL4ElementalRenderer::set_clip_rect(const el::Rect& rect) {
Flush();
glScissor(clip_rect_.x, screen_rect_.h - (clip_rect_.y + clip_rect_.h),
clip_rect_.w, clip_rect_.h);
}
void GL4ElementalRenderer::BeginPaint(int render_target_w,
int render_target_h) {
Renderer::BeginPaint(render_target_w, render_target_h);
batch_.vertices = vertices_;
glEnablei(GL_BLEND, 0);
glBlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glViewport(0, 0, render_target_w, render_target_h);
glScissor(0, 0, render_target_w, render_target_h);
float left = 0.0f;
float right = static_cast<float>(render_target_w);
float bottom = static_cast<float>(render_target_h);
float top = 0.0f;
float z_near = -1.0f;
float z_far = 1.0f;
float projection[16] = {0};
projection[0] = 2.0f / (right - left);
projection[5] = 2.0f / (top - bottom);
projection[10] = -2.0f / (z_far - z_near);
projection[12] = -(right + left) / (right - left);
projection[13] = -(top + bottom) / (top - bottom);
projection[14] = -(z_far + z_near) / (z_far - z_near);
projection[15] = 1.0f;
glProgramUniformMatrix4fv(program_, 0, 1, GL_FALSE, projection);
current_bitmap_ = nullptr;
glUseProgram(program_);
glBindVertexArray(vao_);
glProgramUniform1f(program_, 2, 0.0f);
}
void GL4ElementalRenderer::EndPaint() {
Renderer::EndPaint();
Flush();
glUseProgram(0);
glBindVertexArray(0);
}
void GL4ElementalRenderer::Flush() {
if (!draw_command_count_) {
return;
}
vertex_buffer_.Flush();
for (size_t i = 0; i < draw_command_count_; ++i) {
glDrawArrays(draw_commands_[i].prim_type,
GLint(draw_commands_[i].vertex_offset),
GLsizei(draw_commands_[i].vertex_count));
}
draw_command_count_ = 0;
// TODO(benvanik): don't finish here.
vertex_buffer_.WaitUntilClean();
}
void GL4ElementalRenderer::RenderBatch(Batch* batch) {
if (draw_command_count_ + 1 > kMaxCommands) {
Flush();
}
size_t total_length = sizeof(Vertex) * batch->vertex_count;
if (!vertex_buffer_.CanAcquire(total_length)) {
Flush();
}
auto bitmap = static_cast<GL4Bitmap*>(batch->bitmap);
if (bitmap != current_bitmap_) {
Flush();
current_bitmap_ = bitmap;
glProgramUniformHandleui64ARB(program_, 1,
bitmap ? bitmap->gpu_handle_ : 0);
glProgramUniform1f(program_, 2, bitmap ? 1.0f : 0.0f);
}
auto allocation = vertex_buffer_.Acquire(total_length);
// TODO(benvanik): custom batcher that lets us use the ringbuffer memory
// without a copy.
std::memcpy(allocation.host_ptr, batch->vertices, total_length);
if (draw_command_count_ &&
draw_commands_[draw_command_count_ - 1].prim_type == GL_TRIANGLES) {
// Coalesce.
assert_always("haven't seen this yet");
auto& prev_command = draw_commands_[draw_command_count_ - 1];
prev_command.vertex_count += batch->vertex_count;
} else {
auto& command = draw_commands_[draw_command_count_++];
command.prim_type = GL_TRIANGLES;
command.vertex_offset = allocation.offset / sizeof(Vertex);
command.vertex_count = batch->vertex_count;
}
vertex_buffer_.Commit(std::move(allocation));
}
} // namespace gl
} // namespace ui
} // namespace xe

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@ -18,7 +18,6 @@
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/profiling.h"
#include "xenia/ui/gl/gl4_elemental_renderer.h"
#include "xenia/ui/gl/gl_immediate_drawer.h"
#include "xenia/ui/window.h"
@ -413,10 +412,6 @@ void GLContext::SetupDebugging() {
this);
}
std::unique_ptr<el::graphics::Renderer> GLContext::CreateElementalRenderer() {
return GL4ElementalRenderer::Create(this);
}
ImmediateDrawer* GLContext::immediate_drawer() {
return immediate_drawer_.get();
}

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@ -40,7 +40,6 @@ class GLContext : public GraphicsContext {
HDC dc() const { return dc_; }
std::unique_ptr<GraphicsContext> CreateShared() override;
std::unique_ptr<el::graphics::Renderer> CreateElementalRenderer() override;
ImmediateDrawer* immediate_drawer() override;

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@ -11,6 +11,7 @@
#include <string>
#include "xenia/base/assert.h"
#include "xenia/ui/graphics_context.h"
namespace xe {
@ -119,12 +120,13 @@ void main() {
const std::string fragment_shader_source = header +
R"(
layout(location = 1) uniform sampler2D texture_sampler;
layout(location = 2) uniform int restrict_texture_samples;
layout(location = 0) in vec2 vtx_uv;
layout(location = 1) in vec4 vtx_color;
layout(location = 0) out vec4 out_color;
void main() {
out_color = vtx_color;
if (vtx_uv.x <= 1.0) {
if (restrict_texture_samples == 0 || vtx_uv.x <= 1.0) {
vec4 tex_color = texture(texture_sampler, vtx_uv);
out_color *= tex_color;
// TODO(benvanik): microprofiler shadows.
@ -159,9 +161,10 @@ std::unique_ptr<ImmediateTexture> GLImmediateDrawer::CreateTexture(
GraphicsContextLock lock(graphics_context_);
auto texture =
std::make_unique<GLImmediateTexture>(width, height, filter, repeat);
glTextureStorage2D(static_cast<GLuint>(texture->handle), 1, GL_RGBA8, width,
height);
if (data) {
glTextureSubImage2D(static_cast<GLuint>(texture->handle), 0, 0, 0, width,
height, GL_RGBA, GL_UNSIGNED_BYTE, data);
UpdateTexture(texture.get(), data);
}
return std::unique_ptr<ImmediateTexture>(texture.release());
}
@ -185,9 +188,8 @@ void GLImmediateDrawer::Begin(int render_target_width,
glEnablei(GL_BLEND, 0);
glBlendEquationi(0, GL_FUNC_ADD);
glBlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisablei(GL_DEPTH_TEST, 0);
glDisablei(GL_SCISSOR_TEST, 0);
// Prepare drawing resources.
glUseProgram(program_);
@ -206,10 +208,12 @@ void GLImmediateDrawer::Begin(int render_target_width,
}
void GLImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
assert_true(batch.vertex_count <= kMaxDrawVertices);
glNamedBufferSubData(vertex_buffer_, 0,
batch.vertex_count * sizeof(ImmediateVertex),
batch.vertices);
if (batch.indices) {
assert_true(batch.index_count <= kMaxDrawIndices);
glNamedBufferSubData(index_buffer_, 0, batch.index_count * sizeof(uint16_t),
batch.indices);
}
@ -219,11 +223,11 @@ void GLImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
void GLImmediateDrawer::Draw(const ImmediateDraw& draw) {
if (draw.scissor) {
glEnable(GL_SCISSOR_TEST);
glScissor(draw.scissor_rect[0], draw.scissor_rect[1], draw.scissor_rect[2],
draw.scissor_rect[3]);
glEnablei(GL_SCISSOR_TEST, 0);
glScissorIndexed(0, draw.scissor_rect[0], draw.scissor_rect[1],
draw.scissor_rect[2], draw.scissor_rect[3]);
} else {
glDisable(GL_SCISSOR_TEST);
glDisablei(GL_SCISSOR_TEST, 0);
}
if (draw.texture_handle) {
@ -231,6 +235,7 @@ void GLImmediateDrawer::Draw(const ImmediateDraw& draw) {
} else {
glBindTextureUnit(0, 0);
}
glProgramUniform1i(program_, 2, draw.restrict_texture_samples ? 1 : 0);
GLenum mode = GL_TRIANGLES;
switch (draw.primitive_type) {
@ -256,7 +261,7 @@ void GLImmediateDrawer::EndDrawBatch() { glFlush(); }
void GLImmediateDrawer::End() {
// Restore modified state.
glDisable(GL_SCISSOR_TEST);
glDisablei(GL_SCISSOR_TEST, 0);
glBindTextureUnit(0, 0);
glUseProgram(0);
glBindVertexArray(0);

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@ -12,8 +12,6 @@
#include <memory>
#include "el/graphics/renderer.h"
namespace xe {
namespace ui {
@ -27,7 +25,6 @@ class GraphicsContext {
Window* target_window() const { return target_window_; }
virtual std::unique_ptr<GraphicsContext> CreateShared() = 0;
virtual std::unique_ptr<el::graphics::Renderer> CreateElementalRenderer() = 0;
virtual ImmediateDrawer* immediate_drawer() = 0;

File diff suppressed because one or more lines are too long

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@ -80,6 +80,8 @@ struct ImmediateDraw {
// Texture used when drawing, or nullptr if color only.
// This is most commonly the handle of an ImmediateTexture.
uintptr_t texture_handle = 0;
// Any samples outside of [0-1] on uv will be ignored.
bool restrict_texture_samples = false;
// True to enable scissoring using the region defined by scissor_rect.
bool scissor = false;

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@ -216,6 +216,7 @@ void MicroprofileDrawer::Flush() {
draw.primitive_type = current_primitive_type_;
draw.count = vertex_count_;
draw.texture_handle = font_texture_->handle;
draw.restrict_texture_samples = true;
drawer->Draw(draw);
drawer->EndDrawBatch();

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@ -23,6 +23,7 @@
#include "xenia/base/assert.h"
#include "xenia/base/clock.h"
#include "xenia/base/logging.h"
#include "xenia/ui/elemental_drawer.h"
namespace xe {
namespace ui {
@ -129,7 +130,7 @@ bool Window::InitializeElemental(Loop* loop, el::graphics::Renderer* renderer) {
bool Window::OnCreate() { return true; }
bool Window::MakeReady() {
renderer_ = context_->CreateElementalRenderer();
renderer_ = std::make_unique<ElementalDrawer>(this);
// Initialize elemental.
// TODO(benvanik): once? Do we care about multiple controls?
@ -143,7 +144,7 @@ bool Window::MakeReady() {
root_element_->set_background_skin(TBIDC("background"));
root_element_->set_rect({0, 0, width(), height()});
// el::util::ShowDebugInfoSettingsWindow(root_element_.get());
el::util::ShowDebugInfoSettingsForm(root_element_.get());
return true;
}