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authorScott Mansell <phiren@gmail.com>2023-01-27 17:03:15 +1300
committerScott Mansell <phiren@gmail.com>2023-01-31 18:45:21 +1300
commit0d4537d60f695e50379c1542d6c4b1e643e8a5a0 (patch)
tree7c0dd9c2963b7eead104df5077444e3179030b4f /Source/Core/VideoCommon/RenderBase.cpp
parentc38c76abad039c3c0ccb3f7ebb891dc62560f8a3 (diff)
Move Presenting, Dumping and ImGui out of Renderer
Diffstat (limited to 'Source/Core/VideoCommon/RenderBase.cpp')
-rw-r--r--Source/Core/VideoCommon/RenderBase.cpp1121
1 files changed, 26 insertions, 1095 deletions
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp
index fcfde79bda..86725f534e 100644
--- a/Source/Core/VideoCommon/RenderBase.cpp
+++ b/Source/Core/VideoCommon/RenderBase.cpp
@@ -14,34 +14,20 @@
#include "VideoCommon/RenderBase.h"
#include <algorithm>
-#include <cinttypes>
#include <cmath>
#include <memory>
-#include <mutex>
-#include <string>
#include <tuple>
#include <fmt/format.h>
-#include <imgui.h>
-#include <implot.h>
#include "Common/Assert.h"
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
-#include "Common/FileUtil.h"
-#include "Common/Flag.h"
-#include "Common/Image.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
-#include "Common/Profiler.h"
-#include "Common/StringUtil.h"
-#include "Common/Thread.h"
-#include "Common/Timer.h"
#include "Core/Config/GraphicsSettings.h"
-#include "Core/Config/MainSettings.h"
-#include "Core/Config/NetplaySettings.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
@@ -49,72 +35,41 @@
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/FreeLookConfig.h"
#include "Core/HW/SystemTimers.h"
-#include "Core/HW/VideoInterface.h"
-#include "Core/Host.h"
-#include "Core/Movie.h"
#include "Core/System.h"
-#include "InputCommon/ControllerInterface/ControllerInterface.h"
-
#include "VideoCommon/AbstractFramebuffer.h"
-#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
-#include "VideoCommon/BPFunctions.h"
-#include "VideoCommon/BPMemory.h"
#include "VideoCommon/BoundingBox.h"
-#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
-#include "VideoCommon/FrameDump.h"
+#include "VideoCommon/FrameDumper.h"
#include "VideoCommon/FramebufferManager.h"
-#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/FreeLookCamera.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModGroup.h"
-#include "VideoCommon/NetPlayChatUI.h"
-#include "VideoCommon/NetPlayGolfUI.h"
#include "VideoCommon/OnScreenDisplay.h"
-#include "VideoCommon/OpcodeDecoding.h"
+#include "VideoCommon/PerformanceMetrics.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
-#include "VideoCommon/PostProcessing.h"
+#include "VideoCommon/Present.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/Statistics.h"
-#include "VideoCommon/TextureCacheBase.h"
-#include "VideoCommon/TextureDecoder.h"
-#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
-#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
-#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
-#include "VideoCommon/XFMemory.h"
std::unique_ptr<Renderer> g_renderer;
-static float AspectToWidescreen(float aspect)
-{
- return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
-}
-
-static bool DumpFrameToPNG(const FrameDump::FrameData& frame, const std::string& file_name)
-{
- return Common::ConvertRGBAToRGBAndSavePNG(file_name, frame.data, frame.width, frame.height,
- frame.stride,
- Config::Get(Config::GFX_PNG_COMPRESSION_LEVEL));
-}
-
Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale,
AbstractTextureFormat backbuffer_format)
- : m_backbuffer_width(backbuffer_width), m_backbuffer_height(backbuffer_height),
- m_backbuffer_scale(backbuffer_scale),
- m_backbuffer_format(backbuffer_format), m_last_xfb_width{MAX_XFB_WIDTH}, m_last_xfb_height{
- MAX_XFB_HEIGHT}
+ : m_last_xfb_width{MAX_XFB_WIDTH}, m_last_xfb_height{MAX_XFB_HEIGHT}
{
UpdateActiveConfig();
FreeLook::UpdateActiveConfig();
- UpdateDrawRectangle();
CalculateTargetSize();
+ g_presenter->SetBackbuffer(backbuffer_width, backbuffer_height, backbuffer_scale,
+ backbuffer_format);
+
m_is_game_widescreen = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN);
g_freelook_camera.SetControlType(FreeLook::GetActiveConfig().camera_config.control_type);
}
@@ -123,13 +78,6 @@ Renderer::~Renderer() = default;
bool Renderer::Initialize()
{
- if (!InitializeImGui())
- return false;
-
- m_post_processor = std::make_unique<VideoCommon::PostProcessing>();
- if (!m_post_processor->Initialize(m_backbuffer_format))
- return false;
-
m_bounding_box = CreateBoundingBox();
if (g_ActiveConfig.backend_info.bSupportsBBox && !m_bounding_box->Initialize())
{
@@ -153,19 +101,11 @@ bool Renderer::Initialize()
m_graphics_mod_manager.Load(*g_ActiveConfig.graphics_mod_config);
}
- return true;
+ return g_presenter->Initialize();
}
void Renderer::Shutdown()
{
- // Disable ControllerInterface's aspect ratio adjustments so mapping dialog behaves normally.
- g_controller_interface.SetAspectRatioAdjustment(1);
-
- // First stop any framedumping, which might need to dump the last xfb frame. This process
- // can require additional graphics sub-systems so it needs to be done first
- ShutdownFrameDumping();
- ShutdownImGui();
- m_post_processor.reset();
m_bounding_box.reset();
}
@@ -399,9 +339,10 @@ bool Renderer::CalculateTargetSize()
{
if (g_ActiveConfig.iEFBScale == EFB_SCALE_AUTO_INTEGRAL)
{
+ auto target_rectangle = g_presenter->GetTargetRectangle();
// Set a scale based on the window size
- int width = EFB_WIDTH * m_target_rectangle.GetWidth() / m_last_xfb_width;
- int height = EFB_HEIGHT * m_target_rectangle.GetHeight() / m_last_xfb_height;
+ int width = EFB_WIDTH * target_rectangle.GetWidth() / m_last_xfb_width;
+ int height = EFB_HEIGHT * target_rectangle.GetHeight() / m_last_xfb_height;
m_efb_scale = std::max((width - 1) / EFB_WIDTH + 1, (height - 1) / EFB_HEIGHT + 1);
}
else
@@ -429,53 +370,6 @@ bool Renderer::CalculateTargetSize()
return false;
}
-std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
-Renderer::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);
-}
-
-void Renderer::SaveScreenshot(std::string filename)
-{
- std::lock_guard<std::mutex> lk(m_screenshot_lock);
- m_screenshot_name = std::move(filename);
- m_screenshot_request.Set();
-}
-
void Renderer::CheckForConfigChanges()
{
const ShaderHostConfig old_shader_host_config = ShaderHostConfig::GetCurrent();
@@ -515,16 +409,6 @@ void Renderer::CheckForConfigChanges()
if (old_efb_access_tile_size != g_ActiveConfig.iEFBAccessTileSize)
g_framebuffer_manager->SetEFBCacheTileSize(std::max(g_ActiveConfig.iEFBAccessTileSize, 0));
- // 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
- WaitForGPUIdle();
-
- m_post_processor->RecompileShader();
- }
-
// Determine which (if any) settings have changed.
ShaderHostConfig new_host_config = ShaderHostConfig::GetCurrent();
u32 changed_bits = 0;
@@ -545,6 +429,8 @@ void Renderer::CheckForConfigChanges()
if (CalculateTargetSize())
changed_bits |= CONFIG_CHANGE_BIT_TARGET_SIZE;
+ g_presenter->CheckForConfigChanges(changed_bits);
+
// No changes?
if (changed_bits == 0)
return;
@@ -581,129 +467,6 @@ void Renderer::CheckForConfigChanges()
{
BPFunctions::SetScissorAndViewport();
}
-
- // Stereo mode change requires recompiling our post processing pipeline and imgui pipelines for
- // rendering the UI.
- if (changed_bits & CONFIG_CHANGE_BIT_STEREO_MODE)
- {
- RecompileImGuiPipeline();
- m_post_processor->RecompilePipeline();
- }
-}
-
-// Create On-Screen-Messages
-void Renderer::DrawDebugText()
-{
- const bool show_movie_window =
- Config::Get(Config::MAIN_SHOW_FRAME_COUNT) || Config::Get(Config::MAIN_SHOW_LAG) ||
- Config::Get(Config::MAIN_MOVIE_SHOW_INPUT_DISPLAY) ||
- Config::Get(Config::MAIN_MOVIE_SHOW_RTC) || Config::Get(Config::MAIN_MOVIE_SHOW_RERECORD);
- if (show_movie_window)
- {
- // Position under the FPS display.
- ImGui::SetNextWindowPos(
- ImVec2(ImGui::GetIO().DisplaySize.x - 10.f * m_backbuffer_scale, 80.f * m_backbuffer_scale),
- ImGuiCond_FirstUseEver, ImVec2(1.0f, 0.0f));
- ImGui::SetNextWindowSizeConstraints(
- ImVec2(150.0f * m_backbuffer_scale, 20.0f * m_backbuffer_scale),
- ImGui::GetIO().DisplaySize);
- if (ImGui::Begin("Movie", nullptr, ImGuiWindowFlags_NoFocusOnAppearing))
- {
- if (Movie::IsPlayingInput())
- {
- ImGui::Text("Frame: %" PRIu64 " / %" PRIu64, Movie::GetCurrentFrame(),
- Movie::GetTotalFrames());
- ImGui::Text("Input: %" PRIu64 " / %" PRIu64, Movie::GetCurrentInputCount(),
- Movie::GetTotalInputCount());
- }
- else if (Config::Get(Config::MAIN_SHOW_FRAME_COUNT))
- {
- ImGui::Text("Frame: %" PRIu64, Movie::GetCurrentFrame());
- ImGui::Text("Input: %" PRIu64, Movie::GetCurrentInputCount());
- }
- if (Config::Get(Config::MAIN_SHOW_LAG))
- ImGui::Text("Lag: %" PRIu64 "\n", Movie::GetCurrentLagCount());
- if (Config::Get(Config::MAIN_MOVIE_SHOW_INPUT_DISPLAY))
- ImGui::TextUnformatted(Movie::GetInputDisplay().c_str());
- if (Config::Get(Config::MAIN_MOVIE_SHOW_RTC))
- ImGui::TextUnformatted(Movie::GetRTCDisplay().c_str());
- if (Config::Get(Config::MAIN_MOVIE_SHOW_RERECORD))
- ImGui::TextUnformatted(Movie::GetRerecords().c_str());
- }
- ImGui::End();
- }
-
- if (g_ActiveConfig.bOverlayStats)
- g_stats.Display();
-
- if (g_ActiveConfig.bShowNetPlayMessages && g_netplay_chat_ui)
- g_netplay_chat_ui->Display();
-
- if (Config::Get(Config::NETPLAY_GOLF_MODE_OVERLAY) && g_netplay_golf_ui)
- g_netplay_golf_ui->Display();
-
- if (g_ActiveConfig.bOverlayProjStats)
- g_stats.DisplayProj();
-
- if (g_ActiveConfig.bOverlayScissorStats)
- g_stats.DisplayScissor();
-
- const std::string profile_output = Common::Profiler::ToString();
- if (!profile_output.empty())
- ImGui::TextUnformatted(profile_output.c_str());
-}
-
-float Renderer::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 && m_is_game_widescreen))
- {
- return AspectToWidescreen(aspect_ratio);
- }
-
- return aspect_ratio;
-}
-
-void Renderer::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;
- }
}
bool Renderer::IsHeadless() const
@@ -711,19 +474,6 @@ bool Renderer::IsHeadless() const
return true;
}
-void Renderer::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 Renderer::ResizeSurface()
-{
- std::lock_guard<std::mutex> lock(m_swap_mutex);
- m_surface_resized.Set();
-}
-
void Renderer::SetViewportAndScissor(const MathUtil::Rectangle<int>& rect, float min_depth,
float max_depth)
{
@@ -804,160 +554,6 @@ MathUtil::Rectangle<int> Renderer::ConvertEFBRectangle(const MathUtil::Rectangle
return result;
}
-std::tuple<float, float> Renderer::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);
-}
-
-void Renderer::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 (m_is_game_widescreen)
- 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);
-}
-
-void Renderer::SetWindowSize(int width, int height)
-{
- const auto [out_width, out_height] = 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> Renderer::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 && m_is_game_widescreen)) ?
- (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};
-}
-
-std::tuple<int, int> Renderer::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 Renderer::CheckFifoRecording()
{
const bool was_recording = OpcodeDecoder::g_record_fifo_data;
@@ -994,278 +590,14 @@ void Renderer::RecordVideoMemory()
texMem);
}
-bool Renderer::InitializeImGui()
-{
- std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
-
- if (!IMGUI_CHECKVERSION())
- {
- PanicAlertFmt("ImGui version check failed");
- return false;
- }
- if (!ImGui::CreateContext())
- {
- PanicAlertFmt("Creating ImGui context failed");
- return false;
- }
- if (!ImPlot::CreateContext())
- {
- PanicAlertFmt("Creating ImPlot context failed");
- return false;
- }
-
- // Don't create an ini file. TODO: Do we want this in the future?
- ImGui::GetIO().IniFilename = nullptr;
- ImGui::GetIO().DisplayFramebufferScale.x = m_backbuffer_scale;
- ImGui::GetIO().DisplayFramebufferScale.y = m_backbuffer_scale;
- ImGui::GetIO().FontGlobalScale = m_backbuffer_scale;
- ImGui::GetStyle().ScaleAllSizes(m_backbuffer_scale);
- ImGui::GetStyle().WindowRounding = 7.0f;
-
- PortableVertexDeclaration vdecl = {};
- vdecl.position = {ComponentFormat::Float, 2, offsetof(ImDrawVert, pos), true, false};
- vdecl.texcoords[0] = {ComponentFormat::Float, 2, offsetof(ImDrawVert, uv), true, false};
- vdecl.colors[0] = {ComponentFormat::UByte, 4, offsetof(ImDrawVert, col), true, false};
- vdecl.stride = sizeof(ImDrawVert);
- m_imgui_vertex_format = CreateNativeVertexFormat(vdecl);
- if (!m_imgui_vertex_format)
- {
- PanicAlertFmt("Failed to create ImGui vertex format");
- return false;
- }
-
- // Font texture(s).
- {
- ImGuiIO& io = ImGui::GetIO();
- u8* font_tex_pixels;
- int font_tex_width, font_tex_height;
- io.Fonts->GetTexDataAsRGBA32(&font_tex_pixels, &font_tex_width, &font_tex_height);
-
- TextureConfig font_tex_config(font_tex_width, font_tex_height, 1, 1, 1,
- AbstractTextureFormat::RGBA8, 0);
- std::unique_ptr<AbstractTexture> font_tex =
- CreateTexture(font_tex_config, "ImGui font texture");
- if (!font_tex)
- {
- PanicAlertFmt("Failed to create ImGui texture");
- return false;
- }
- font_tex->Load(0, font_tex_width, font_tex_height, font_tex_width, font_tex_pixels,
- sizeof(u32) * font_tex_width * font_tex_height);
-
- io.Fonts->TexID = font_tex.get();
-
- m_imgui_textures.push_back(std::move(font_tex));
- }
-
- if (!RecompileImGuiPipeline())
- return false;
-
- m_imgui_last_frame_time = Common::Timer::NowUs();
- BeginImGuiFrameUnlocked(); // lock is already held
- return true;
-}
-
-bool Renderer::RecompileImGuiPipeline()
-{
- if (m_backbuffer_format == AbstractTextureFormat::Undefined)
- {
- // No backbuffer (nogui) means no imgui rendering will happen
- // Some backends don't like making pipelines with no render targets
- return true;
- }
-
- std::unique_ptr<AbstractShader> vertex_shader =
- CreateShaderFromSource(ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(),
- "ImGui vertex shader");
- std::unique_ptr<AbstractShader> pixel_shader = CreateShaderFromSource(
- ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader(), "ImGui pixel shader");
- if (!vertex_shader || !pixel_shader)
- {
- PanicAlertFmt("Failed to compile ImGui shaders");
- return false;
- }
-
- // GS is used to render the UI to both eyes in stereo modes.
- std::unique_ptr<AbstractShader> geometry_shader;
- if (UseGeometryShaderForUI())
- {
- geometry_shader = CreateShaderFromSource(
- ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1),
- "ImGui passthrough geometry shader");
- if (!geometry_shader)
- {
- PanicAlertFmt("Failed to compile ImGui geometry shader");
- return false;
- }
- }
-
- AbstractPipelineConfig pconfig = {};
- pconfig.vertex_format = m_imgui_vertex_format.get();
- pconfig.vertex_shader = vertex_shader.get();
- pconfig.geometry_shader = geometry_shader.get();
- pconfig.pixel_shader = pixel_shader.get();
- pconfig.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
- pconfig.depth_state = RenderState::GetNoDepthTestingDepthState();
- pconfig.blending_state = RenderState::GetNoBlendingBlendState();
- pconfig.blending_state.blendenable = true;
- pconfig.blending_state.srcfactor = SrcBlendFactor::SrcAlpha;
- pconfig.blending_state.dstfactor = DstBlendFactor::InvSrcAlpha;
- pconfig.blending_state.srcfactoralpha = SrcBlendFactor::Zero;
- pconfig.blending_state.dstfactoralpha = DstBlendFactor::One;
- pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
- pconfig.framebuffer_state.depth_texture_format = AbstractTextureFormat::Undefined;
- pconfig.framebuffer_state.samples = 1;
- pconfig.framebuffer_state.per_sample_shading = false;
- pconfig.usage = AbstractPipelineUsage::Utility;
- m_imgui_pipeline = CreatePipeline(pconfig);
- if (!m_imgui_pipeline)
- {
- PanicAlertFmt("Failed to create imgui pipeline");
- return false;
- }
-
- return true;
-}
-
-void Renderer::ShutdownImGui()
-{
- std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
-
- ImGui::EndFrame();
- ImPlot::DestroyContext();
- ImGui::DestroyContext();
- m_imgui_pipeline.reset();
- m_imgui_vertex_format.reset();
- m_imgui_textures.clear();
-}
-
-void Renderer::BeginImGuiFrame()
-{
- std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
- BeginImGuiFrameUnlocked();
-}
-
-void Renderer::BeginImGuiFrameUnlocked()
-{
- const u64 current_time_us = Common::Timer::NowUs();
- const u64 time_diff_us = current_time_us - m_imgui_last_frame_time;
- const float time_diff_secs = static_cast<float>(time_diff_us / 1000000.0);
- m_imgui_last_frame_time = current_time_us;
-
- // Update I/O with window dimensions.
- ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize =
- ImVec2(static_cast<float>(m_backbuffer_width), static_cast<float>(m_backbuffer_height));
- io.DeltaTime = time_diff_secs;
-
- ImGui::NewFrame();
-}
-
-void Renderer::DrawImGui()
-{
- ImDrawData* draw_data = ImGui::GetDrawData();
- if (!draw_data)
- return;
-
- SetViewport(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
- static_cast<float>(m_backbuffer_height), 0.0f, 1.0f);
-
- // Uniform buffer for draws.
- struct ImGuiUbo
- {
- float u_rcp_viewport_size_mul2[2];
- float padding[2];
- };
- ImGuiUbo ubo = {{1.0f / m_backbuffer_width * 2.0f, 1.0f / m_backbuffer_height * 2.0f}};
-
- // Set up common state for drawing.
- SetPipeline(m_imgui_pipeline.get());
- SetSamplerState(0, RenderState::GetPointSamplerState());
- g_vertex_manager->UploadUtilityUniforms(&ubo, sizeof(ubo));
-
- for (int i = 0; i < draw_data->CmdListsCount; i++)
- {
- const ImDrawList* cmdlist = draw_data->CmdLists[i];
- if (cmdlist->VtxBuffer.empty() || cmdlist->IdxBuffer.empty())
- return;
-
- u32 base_vertex, base_index;
- g_vertex_manager->UploadUtilityVertices(cmdlist->VtxBuffer.Data, sizeof(ImDrawVert),
- cmdlist->VtxBuffer.Size, cmdlist->IdxBuffer.Data,
- cmdlist->IdxBuffer.Size, &base_vertex, &base_index);
-
- for (const ImDrawCmd& cmd : cmdlist->CmdBuffer)
- {
- if (cmd.UserCallback)
- {
- cmd.UserCallback(cmdlist, &cmd);
- continue;
- }
-
- SetScissorRect(ConvertFramebufferRectangle(
- MathUtil::Rectangle<int>(
- static_cast<int>(cmd.ClipRect.x), static_cast<int>(cmd.ClipRect.y),
- static_cast<int>(cmd.ClipRect.z), static_cast<int>(cmd.ClipRect.w)),
- m_current_framebuffer));
- SetTexture(0, reinterpret_cast<const AbstractTexture*>(cmd.TextureId));
- DrawIndexed(base_index, cmd.ElemCount, base_vertex);
- base_index += cmd.ElemCount;
- }
- }
-
- // Some capture software (such as OBS) hooks SwapBuffers and uses glBlitFramebuffer to copy our
- // back buffer just before swap. Because glBlitFramebuffer honors the scissor test, the capture
- // itself will be clipped to whatever bounds were last set by ImGui, resulting in a rather useless
- // capture whenever any ImGui windows are open. We'll reset the scissor rectangle to the entire
- // viewport here to avoid this problem.
- SetScissorRect(ConvertFramebufferRectangle(
- MathUtil::Rectangle<int>(0, 0, m_backbuffer_width, m_backbuffer_height),
- m_current_framebuffer));
-}
-
bool Renderer::UseGeometryShaderForUI() const
{
// OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo,
- // instead drawing twice and the eye selected by glDrawBuffer() (see
- // OGL::Renderer::RenderXFBToScreen).
+ // instead drawing twice and the eye selected by glDrawBuffer() (see Presenter::RenderXFBToScreen)
return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
}
-std::unique_lock<std::mutex> Renderer::GetImGuiLock()
-{
- return std::unique_lock<std::mutex>(m_imgui_mutex);
-}
-
-void Renderer::BeginUIFrame()
-{
- if (IsHeadless())
- return;
-
- BeginUtilityDrawing();
- BindBackbuffer({0.0f, 0.0f, 0.0f, 1.0f});
-}
-
-void Renderer::EndUIFrame()
-{
- {
- auto lock = GetImGuiLock();
- ImGui::Render();
- }
-
- if (!IsHeadless())
- {
- DrawImGui();
-
- std::lock_guard<std::mutex> guard(m_swap_mutex);
- PresentBackbuffer();
- EndUtilityDrawing();
- }
-
- BeginImGuiFrame();
-}
-
void Renderer::ForceReloadTextures()
{
m_force_reload_textures.Set();
@@ -1344,11 +676,12 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
else if (aspect_mode == AspectMode::AnalogWide)
m_is_game_widescreen = true;
}
+ UpdateWidescreenHeuristic();
// Ensure the last frame was written to the dump.
// This is required even if frame dumping has stopped, since the frame dump is one frame
// behind the renderer.
- FlushFrameDump();
+ g_frame_dumper->FlushFrameDump();
if (g_ActiveConfig.bGraphicMods)
{
@@ -1360,61 +693,18 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
if (xfb_addr && fb_width && fb_stride && fb_height)
{
// Get the current XFB from texture cache
- MathUtil::Rectangle<int> xfb_rect;
- const auto xfb_entry =
- g_texture_cache->GetXFBTexture(xfb_addr, fb_width, fb_height, fb_stride, &xfb_rect);
- const bool is_duplicate_frame = xfb_entry->id == m_last_xfb_id;
-
- if (xfb_entry && (!g_ActiveConfig.bSkipPresentingDuplicateXFBs || !is_duplicate_frame))
- {
- m_last_xfb_id = 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.
- {
- auto lock = GetImGuiLock();
-
- g_perf_metrics.DrawImGuiStats(m_backbuffer_scale);
- DrawDebugText();
- OSD::DrawMessages();
- ImGui::Render();
- }
-
- // Render the XFB to the screen.
- BeginUtilityDrawing();
- if (!IsHeadless())
- {
- BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}});
-
- if (!is_duplicate_frame)
- UpdateWidescreenHeuristic();
- UpdateDrawRectangle();
+ g_presenter->ReleaseXFBContentLock();
- // Adjust the source rectangle instead of using an oversized viewport to render the XFB.
- auto render_target_rc = GetTargetRectangle();
- auto render_source_rc = xfb_rect;
- AdjustRectanglesToFitBounds(&render_target_rc, &render_source_rc, m_backbuffer_width,
- m_backbuffer_height);
- RenderXFBToScreen(render_target_rc, xfb_entry->texture.get(), render_source_rc);
-
- DrawImGui();
+ MathUtil::Rectangle<int> xfb_rect;
+ RcTcacheEntry xfb_entry =
+ g_texture_cache->GetXFBTexture(xfb_addr, fb_width, fb_height, fb_stride, &xfb_rect);
- // Present to the window system.
- {
- std::lock_guard<std::mutex> guard(m_swap_mutex);
- 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(xfb_rect.GetWidth(), xfb_rect.GetHeight());
- }
+ bool is_duplicate_frame =
+ g_presenter->SubmitXFB(std::move(xfb_entry), xfb_rect, ticks, m_frame_count);
+ if (!g_ActiveConfig.bSkipPresentingDuplicateXFBs || !is_duplicate_frame)
+ {
if (!is_duplicate_frame)
{
DolphinAnalytics::PerformanceSample perf_sample;
@@ -1423,9 +713,6 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
perf_sample.num_draw_calls = g_stats.this_frame.num_draw_calls;
DolphinAnalytics::Instance().ReportPerformanceInfo(std::move(perf_sample));
- if (IsFrameDumping())
- DumpCurrentFrame(xfb_entry->texture.get(), xfb_rect, ticks, m_frame_count);
-
// Begin new frame
m_frame_count++;
g_stats.ResetFrame();
@@ -1433,7 +720,6 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
g_shader_cache->RetrieveAsyncShaders();
g_vertex_manager->OnEndFrame();
- BeginImGuiFrame();
// We invalidate the pipeline object at the start of the frame.
// This is for the rare case where only a single pipeline configuration is used,
@@ -1467,8 +753,6 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
// Handle any config changes, this gets propagated to the backend.
CheckForConfigChanges();
g_Config.iSaveTargetId = 0;
-
- EndUtilityDrawing();
}
else
{
@@ -1488,359 +772,6 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
}
}
-void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
- const AbstractTexture* source_texture,
- const MathUtil::Rectangle<int>& source_rc)
-{
- if (!g_ActiveConfig.backend_info.bSupportsPostProcessing)
- {
- 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.
- SelectLeftBuffer();
- m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
-
- SelectRightBuffer();
- m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 1);
-
- 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 Renderer::IsFrameDumping() const
-{
- if (m_screenshot_request.IsSet())
- return true;
-
- if (Config::Get(Config::MAIN_MOVIE_DUMP_FRAMES))
- return true;
-
- return false;
-}
-
-void Renderer::DumpCurrentFrame(const AbstractTexture* src_texture,
- const MathUtil::Rectangle<int>& src_rect, u64 ticks,
- int frame_number)
-{
- int source_width = src_rect.GetWidth();
- int source_height = src_rect.GetHeight();
- int target_width, target_height;
- if (!g_ActiveConfig.bInternalResolutionFrameDumps && !IsHeadless())
- {
- auto target_rect = GetTargetRectangle();
- target_width = target_rect.GetWidth();
- target_height = target_rect.GetHeight();
- }
- else
- {
- std::tie(target_width, target_height) = CalculateOutputDimensions(source_width, source_height);
- }
-
- // We only need to render a copy if we need to stretch/scale the XFB copy.
- MathUtil::Rectangle<int> copy_rect = src_rect;
- if (source_width != target_width || source_height != target_height)
- {
- if (!CheckFrameDumpRenderTexture(target_width, target_height))
- return;
-
- ScaleTexture(m_frame_dump_render_framebuffer.get(), m_frame_dump_render_framebuffer->GetRect(),
- src_texture, src_rect);
- src_texture = m_frame_dump_render_texture.get();
- copy_rect = src_texture->GetRect();
- }
-
- if (!CheckFrameDumpReadbackTexture(target_width, target_height))
- return;
-
- m_frame_dump_readback_texture->CopyFromTexture(src_texture, copy_rect, 0, 0,
- m_frame_dump_readback_texture->GetRect());
- m_last_frame_state = m_frame_dump.FetchState(ticks, frame_number);
- m_frame_dump_needs_flush = true;
-}
-
-bool Renderer::CheckFrameDumpRenderTexture(u32 target_width, u32 target_height)
-{
- // Ensure framebuffer exists (we lazily allocate it in case frame dumping isn't used).
- // Or, resize texture if it isn't large enough to accommodate the current frame.
- if (m_frame_dump_render_texture && m_frame_dump_render_texture->GetWidth() == target_width &&
- m_frame_dump_render_texture->GetHeight() == target_height)
- {
- return true;
- }
-
- // Recreate texture, but release before creating so we don't temporarily use twice the RAM.
- m_frame_dump_render_framebuffer.reset();
- m_frame_dump_render_texture.reset();
- m_frame_dump_render_texture =
- CreateTexture(TextureConfig(target_width, target_height, 1, 1, 1,
- AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget),
- "Frame dump render texture");
- if (!m_frame_dump_render_texture)
- {
- PanicAlertFmt("Failed to allocate frame dump render texture");
- return false;
- }
- m_frame_dump_render_framebuffer = CreateFramebuffer(m_frame_dump_render_texture.get(), nullptr);
- ASSERT(m_frame_dump_render_framebuffer);
- return true;
-}
-
-bool Renderer::CheckFrameDumpReadbackTexture(u32 target_width, u32 target_height)
-{
- std::unique_ptr<AbstractStagingTexture>& rbtex = m_frame_dump_readback_texture;
- if (rbtex && rbtex->GetWidth() == target_width && rbtex->GetHeight() == target_height)
- return true;
-
- rbtex.reset();
- rbtex = CreateStagingTexture(
- StagingTextureType::Readback,
- TextureConfig(target_width, target_height, 1, 1, 1, AbstractTextureFormat::RGBA8, 0));
- if (!rbtex)
- return false;
-
- return true;
-}
-
-void Renderer::FlushFrameDump()
-{
- if (!m_frame_dump_needs_flush)
- return;
-
- // Ensure dumping thread is done with output texture before swapping.
- FinishFrameData();
-
- std::swap(m_frame_dump_output_texture, m_frame_dump_readback_texture);
-
- // Queue encoding of the last frame dumped.
- auto& output = m_frame_dump_output_texture;
- output->Flush();
- if (output->Map())
- {
- DumpFrameData(reinterpret_cast<u8*>(output->GetMappedPointer()), output->GetConfig().width,
- output->GetConfig().height, static_cast<int>(output->GetMappedStride()));
- }
- else
- {
- ERROR_LOG_FMT(VIDEO, "Failed to map texture for dumping.");
- }
-
- m_frame_dump_needs_flush = false;
-
- // Shutdown frame dumping if it is no longer active.
- if (!IsFrameDumping())
- ShutdownFrameDumping();
-}
-
-void Renderer::ShutdownFrameDumping()
-{
- // Ensure the last queued readback has been sent to the encoder.
- FlushFrameDump();
-
- if (!m_frame_dump_thread_running.IsSet())
- return;
-
- // Ensure previous frame has been encoded.
- FinishFrameData();
-
- // Wake thread up, and wait for it to exit.
- m_frame_dump_thread_running.Clear();
- m_frame_dump_start.Set();
- if (m_frame_dump_thread.joinable())
- m_frame_dump_thread.join();
- m_frame_dump_render_framebuffer.reset();
- m_frame_dump_render_texture.reset();
-
- m_frame_dump_readback_texture.reset();
- m_frame_dump_output_texture.reset();
-}
-
-void Renderer::DumpFrameData(const u8* data, int w, int h, int stride)
-{
- m_frame_dump_data = FrameDump::FrameData{data, w, h, stride, m_last_frame_state};
-
- if (!m_frame_dump_thread_running.IsSet())
- {
- if (m_frame_dump_thread.joinable())
- m_frame_dump_thread.join();
- m_frame_dump_thread_running.Set();
- m_frame_dump_thread = std::thread(&Renderer::FrameDumpThreadFunc, this);
- }
-
- // Wake worker thread up.
- m_frame_dump_start.Set();
- m_frame_dump_frame_running = true;
-}
-
-void Renderer::FinishFrameData()
-{
- if (!m_frame_dump_frame_running)
- return;
-
- m_frame_dump_done.Wait();
- m_frame_dump_frame_running = false;
-
- m_frame_dump_output_texture->Unmap();
-}
-
-void Renderer::FrameDumpThreadFunc()
-{
- Common::SetCurrentThreadName("FrameDumping");
-
- bool dump_to_ffmpeg = !g_ActiveConfig.bDumpFramesAsImages;
- bool frame_dump_started = false;
-
-// If Dolphin was compiled without ffmpeg, we only support dumping to images.
-#if !defined(HAVE_FFMPEG)
- if (dump_to_ffmpeg)
- {
- WARN_LOG_FMT(VIDEO, "FrameDump: Dolphin was not compiled with FFmpeg, using fallback option. "
- "Frames will be saved as PNG images instead.");
- dump_to_ffmpeg = false;
- }
-#endif
-
- while (true)
- {
- m_frame_dump_start.Wait();
- if (!m_frame_dump_thread_running.IsSet())
- break;
-
- auto frame = m_frame_dump_data;
-
- // Save screenshot
- if (m_screenshot_request.TestAndClear())
- {
- std::lock_guard<std::mutex> lk(m_screenshot_lock);
-
- if (DumpFrameToPNG(frame, m_screenshot_name))
- OSD::AddMessage("Screenshot saved to " + m_screenshot_name);
-
- // Reset settings
- m_screenshot_name.clear();
- m_screenshot_completed.Set();
- }
-
- if (Config::Get(Config::MAIN_MOVIE_DUMP_FRAMES))
- {
- if (!frame_dump_started)
- {
- if (dump_to_ffmpeg)
- frame_dump_started = StartFrameDumpToFFMPEG(frame);
- else
- frame_dump_started = StartFrameDumpToImage(frame);
-
- // Stop frame dumping if we fail to start.
- if (!frame_dump_started)
- Config::SetCurrent(Config::MAIN_MOVIE_DUMP_FRAMES, false);
- }
-
- // If we failed to start frame dumping, don't write a frame.
- if (frame_dump_started)
- {
- if (dump_to_ffmpeg)
- DumpFrameToFFMPEG(frame);
- else
- DumpFrameToImage(frame);
- }
- }
-
- m_frame_dump_done.Set();
- }
-
- if (frame_dump_started)
- {
- // No additional cleanup is needed when dumping to images.
- if (dump_to_ffmpeg)
- StopFrameDumpToFFMPEG();
- }
-}
-
-#if defined(HAVE_FFMPEG)
-
-bool Renderer::StartFrameDumpToFFMPEG(const FrameDump::FrameData& frame)
-{
- // If dumping started at boot, the start time must be set to the boot time to maintain audio sync.
- // TODO: Perhaps we should care about this when starting dumping in the middle of emulation too,
- // but it's less important there since the first frame to dump usually gets delivered quickly.
- const u64 start_ticks = frame.state.frame_number == 0 ? 0 : frame.state.ticks;
- return m_frame_dump.Start(frame.width, frame.height, start_ticks);
-}
-
-void Renderer::DumpFrameToFFMPEG(const FrameDump::FrameData& frame)
-{
- m_frame_dump.AddFrame(frame);
-}
-
-void Renderer::StopFrameDumpToFFMPEG()
-{
- m_frame_dump.Stop();
-}
-
-#else
-
-bool Renderer::StartFrameDumpToFFMPEG(const FrameDump::FrameData&)
-{
- return false;
-}
-
-void Renderer::DumpFrameToFFMPEG(const FrameDump::FrameData&)
-{
-}
-
-void Renderer::StopFrameDumpToFFMPEG()
-{
-}
-
-#endif // defined(HAVE_FFMPEG)
-
-std::string Renderer::GetFrameDumpNextImageFileName() const
-{
- return fmt::format("{}framedump_{}.png", File::GetUserPath(D_DUMPFRAMES_IDX),
- m_frame_dump_image_counter);
-}
-
-bool Renderer::StartFrameDumpToImage(const FrameDump::FrameData&)
-{
- m_frame_dump_image_counter = 1;
- if (!Config::Get(Config::MAIN_MOVIE_DUMP_FRAMES_SILENT))
- {
- // Only check for the presence of the first image to confirm overwriting.
- // A previous run will always have at least one image, and it's safe to assume that if the user
- // has allowed the first image to be overwritten, this will apply any remaining images as well.
- std::string filename = GetFrameDumpNextImageFileName();
- if (File::Exists(filename))
- {
- if (!AskYesNoFmtT("Frame dump image(s) '{0}' already exists. Overwrite?", filename))
- return false;
- }
- }
-
- return true;
-}
-
-void Renderer::DumpFrameToImage(const FrameDump::FrameData& frame)
-{
- DumpFrameToPNG(frame, GetFrameDumpNextImageFileName());
- m_frame_dump_image_counter++;
-}
-
bool Renderer::UseVertexDepthRange() const
{
// We can't compute the depth range in the vertex shader if we don't support depth clamp.
@@ -1877,7 +808,7 @@ void Renderer::DoState(PointerWrap& p)
if (p.IsReadMode())
{
// Force the next xfb to be displayed.
- m_last_xfb_id = std::numeric_limits<u64>::max();
+ g_presenter->ClearLastXfbId();
m_was_orthographically_anamorphic = false;
@@ -1886,7 +817,7 @@ void Renderer::DoState(PointerWrap& p)
}
#if defined(HAVE_FFMPEG)
- m_frame_dump.DoState(p);
+ g_frame_dumper->DoState(p);
#endif
}