mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-02-19 18:52:47 +01:00
RenderBase: Implement imgui rendering
This commit is contained in:
parent
396b7c2978
commit
d1868d9475
@ -599,6 +599,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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Renderer::DrawDebugText();
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OSD::DrawMessages();
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DrawImGui();
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g_texture_cache->Cleanup(frameCount);
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@ -1455,6 +1455,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawDebugText();
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OSD::DrawMessages();
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DrawImGui();
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// Swap the back and front buffers, presenting the image.
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m_main_gl_context->Swap();
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@ -702,11 +702,13 @@ void Renderer::DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region
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xfb_texture->GetRawTexIdentifier());
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// Draw OSD
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Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0,
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backbuffer->GetWidth(), backbuffer->GetHeight());
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SetViewport(0.0f, 0.0f, static_cast<float>(backbuffer->GetWidth()),
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static_cast<float>(backbuffer->GetHeight()), 0.0f, 1.0f);
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DrawDebugText();
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OSD::DoCallbacks(OSD::CallbackType::OnFrame);
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OSD::DrawMessages();
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StateTracker::GetInstance()->SetPendingRebind();
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DrawImGui();
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// End drawing to backbuffer
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StateTracker::GetInstance()->EndRenderPass();
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@ -21,6 +21,8 @@
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#include <string>
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#include <tuple>
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#include "imgui.h"
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Config/Config.h"
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@ -97,7 +99,7 @@ Renderer::~Renderer() = default;
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bool Renderer::Initialize()
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{
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return true;
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return InitializeImGui();
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}
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void Renderer::Shutdown()
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@ -105,6 +107,7 @@ void Renderer::Shutdown()
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// First stop any framedumping, which might need to dump the last xfb frame. This process
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// can require additional graphics sub-systems so it needs to be done first
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ShutdownFrameDumping();
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ShutdownImGui();
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}
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void Renderer::RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
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@ -638,6 +641,251 @@ void Renderer::RecordVideoMemory()
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texMem);
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}
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static std::string GenerateImGuiVertexShader()
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{
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const APIType api_type = g_ActiveConfig.backend_info.api_type;
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std::stringstream ss;
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// Uniform buffer contains the viewport size, and we transform in the vertex shader.
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if (api_type == APIType::D3D)
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ss << "cbuffer PSBlock : register(b0) {\n";
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else if (api_type == APIType::OpenGL)
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ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
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else if (api_type == APIType::Vulkan)
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ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
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ss << "float2 u_rcp_viewport_size_mul2;\n";
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ss << "};\n";
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if (api_type == APIType::D3D)
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{
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ss << "void main(in float2 rawpos : POSITION,\n"
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<< " in float2 rawtex0 : TEXCOORD,\n"
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<< " in float4 rawcolor0 : COLOR,\n"
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<< " out float2 frag_uv : TEXCOORD,\n"
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<< " out float4 frag_color : COLOR,\n"
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<< " out float4 out_pos : SV_Position)\n";
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}
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else
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{
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ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
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<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
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<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
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<< "VARYING_LOCATION(0) out float2 frag_uv;\n"
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<< "VARYING_LOCATION(1) out float4 frag_color;\n"
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<< "void main()\n";
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}
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ss << "{\n"
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<< " frag_uv = rawtex0;\n"
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<< " frag_color = rawcolor0;\n";
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ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
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<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
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"u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
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// Clip-space is flipped in Vulkan
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if (api_type == APIType::Vulkan)
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ss << " gl_Position.y = -gl_Position.y;\n";
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ss << "}\n";
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return ss.str();
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}
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static std::string GenerateImGuiPixelShader()
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{
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const APIType api_type = g_ActiveConfig.backend_info.api_type;
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std::stringstream ss;
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if (api_type == APIType::D3D)
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{
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ss << "Texture2DArray tex0 : register(t0);\n"
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<< "SamplerState samp0 : register(s0);\n"
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<< "void main(in float2 frag_uv : TEXCOORD,\n"
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<< " in float4 frag_color : COLOR,\n"
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<< " out float4 ocol0 : SV_Target)\n";
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}
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else
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{
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ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
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<< "VARYING_LOCATION(0) in float2 frag_uv; \n"
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<< "VARYING_LOCATION(1) in float4 frag_color;\n"
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<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
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<< "void main()\n";
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}
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ss << "{\n";
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if (api_type == APIType::D3D)
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ss << " ocol0 = tex0.Sample(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
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else
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ss << " ocol0 = texture(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
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ss << "}\n";
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return ss.str();
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}
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bool Renderer::InitializeImGui()
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{
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if (!ImGui::CreateContext())
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{
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PanicAlert("Creating ImGui 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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PortableVertexDeclaration vdecl = {};
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vdecl.position = {VAR_FLOAT, 2, offsetof(ImDrawVert, pos), true, false};
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vdecl.texcoords[0] = {VAR_FLOAT, 2, offsetof(ImDrawVert, uv), true, false};
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vdecl.colors[0] = {VAR_UNSIGNED_BYTE, 4, offsetof(ImDrawVert, col), true, false};
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vdecl.stride = sizeof(ImDrawVert);
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m_imgui_vertex_format = g_vertex_manager->CreateNativeVertexFormat(vdecl);
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if (!m_imgui_vertex_format)
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{
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PanicAlert("Failed to create imgui vertex format");
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return false;
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}
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const std::string vertex_shader_source = GenerateImGuiVertexShader();
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const std::string pixel_shader_source = GenerateImGuiPixelShader();
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std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
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ShaderStage::Vertex, vertex_shader_source.c_str(), vertex_shader_source.size());
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std::unique_ptr<AbstractShader> pixel_shader = CreateShaderFromSource(
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ShaderStage::Pixel, pixel_shader_source.c_str(), pixel_shader_source.size());
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if (!vertex_shader || !pixel_shader)
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{
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PanicAlert("Failed to compile imgui shaders");
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return false;
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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.pixel_shader = pixel_shader.get();
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pconfig.rasterization_state.hex = RenderState::GetNoCullRasterizationState().hex;
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pconfig.rasterization_state.primitive = PrimitiveType::Triangles;
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pconfig.depth_state.hex = RenderState::GetNoDepthTestingDepthStencilState().hex;
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pconfig.blending_state.hex = RenderState::GetNoBlendingBlendState().hex;
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pconfig.blending_state.blendenable = true;
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pconfig.blending_state.srcfactor = BlendMode::SRCALPHA;
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pconfig.blending_state.dstfactor = BlendMode::INVSRCALPHA;
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pconfig.blending_state.srcfactoralpha = BlendMode::ZERO;
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pconfig.blending_state.dstfactoralpha = BlendMode::ONE;
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pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
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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_renderer->CreatePipeline(pconfig);
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if (!m_imgui_pipeline)
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{
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PanicAlert("Failed to create imgui pipeline");
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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, false);
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std::unique_ptr<AbstractTexture> font_tex = CreateTexture(font_tex_config);
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if (!font_tex)
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{
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PanicAlert("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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m_imgui_last_frame_time = Common::Timer::GetTimeUs();
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BeginImGuiFrame();
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return true;
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}
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void Renderer::ShutdownImGui()
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{
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ImGui::EndFrame();
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ImGui::DestroyContext();
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m_imgui_pipeline.reset();
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m_imgui_vertex_format.reset();
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m_imgui_textures.clear();
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}
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void Renderer::BeginImGuiFrame()
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{
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const u64 current_time_us = Common::Timer::GetTimeUs();
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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 Renderer::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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// 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_vertex_manager->UploadUtilityUniforms(&ubo, sizeof(ubo));
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SetSamplerState(0, RenderState::GetPointSamplerState());
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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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SetPipeline(m_imgui_pipeline.get());
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SetScissorRect(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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SetTexture(0, reinterpret_cast<const AbstractTexture*>(cmd.TextureId));
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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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}
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void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
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u64 ticks)
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{
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@ -705,6 +953,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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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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// Draw any imgui overlays we have. Note that "draw" here means "create commands", the actual
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// draw calls don't get issued until DrawImGui is called, which happens in SwapImpl.
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ImGui::Render();
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// TODO: merge more generic parts into VideoCommon
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{
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std::lock_guard<std::mutex> guard(m_swap_mutex);
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@ -745,6 +997,8 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending copies.
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g_texture_cache->FlushEFBCopies();
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BeginImGuiFrame();
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Core::Callback_VideoCopiedToXFB(true);
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}
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else
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@ -40,6 +40,7 @@ class AbstractPipeline;
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class AbstractShader;
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class AbstractTexture;
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class AbstractStagingTexture;
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class NativeVertexFormat;
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class PostProcessingShaderImplementation;
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struct TextureConfig;
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struct ComputePipelineConfig;
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@ -166,6 +167,9 @@ public:
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void SaveScreenshot(const std::string& filename, bool wait_for_completion);
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void DrawDebugText();
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool InitializeImGui();
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virtual void RenderText(const std::string& text, int left, int top, u32 color) = 0;
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virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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@ -208,6 +212,15 @@ protected:
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void CheckFifoRecording();
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void RecordVideoMemory();
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// Renders ImGui windows to the currently-bound framebuffer.
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void DrawImGui();
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// Destroys all ImGui GPU resources, must do before shutdown.
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void ShutdownImGui();
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// Sets up ImGui state for the next frame.
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void BeginImGuiFrame();
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// TODO: Remove the width/height parameters once we make the EFB an abstract framebuffer.
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const AbstractFramebuffer* m_current_framebuffer = nullptr;
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u32 m_current_framebuffer_width = 1;
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@ -241,6 +254,12 @@ protected:
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u32 m_last_host_config_bits = 0;
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u32 m_last_efb_multisamples = 1;
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// ImGui resources.
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std::unique_ptr<NativeVertexFormat> m_imgui_vertex_format;
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std::vector<std::unique_ptr<AbstractTexture>> m_imgui_textures;
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std::unique_ptr<AbstractPipeline> m_imgui_pipeline;
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u64 m_imgui_last_frame_time;
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private:
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void RunFrameDumps();
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std::tuple<int, int> CalculateOutputDimensions(int width, int height);
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@ -183,8 +183,11 @@
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<ProjectReference Include="$(CoreDir)Common\Common.vcxproj">
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<Project>{2e6c348c-c75c-4d94-8d1e-9c1fcbf3efe4}</Project>
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</ProjectReference>
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<ProjectReference Include="..\..\..\Externals\imgui\imgui.vcxproj">
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<Project>{4c3b2264-ea73-4a7b-9cfe-65b0fd635ebb}</Project>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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