Scott Mansell 8a23629345 Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
2023-01-31 18:46:02 +13:00

528 lines
16 KiB
C++

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