mirror of https://github.com/AxioDL/metaforce.git
Fix Metal rendering; HI-DPI improvements
This commit is contained in:
parent
3616b42072
commit
32f9bafff1
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@ -242,6 +242,7 @@ public:
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m_window->showWindow();
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m_window->showWindow();
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boo::SWindowRect rect = m_window->getWindowFrame();
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boo::SWindowRect rect = m_window->getWindowFrame();
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m_windowCallback.m_lastRect = rect;
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boo::IGraphicsDataFactory* gfxF = m_window->getMainContextDataFactory();
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boo::IGraphicsDataFactory* gfxF = m_window->getMainContextDataFactory();
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gfxF->commitTransaction([&](boo::IGraphicsDataFactory::Context& ctx) {
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gfxF->commitTransaction([&](boo::IGraphicsDataFactory::Context& ctx) {
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m_renderTex = ctx.newRenderTexture(rect.size[0], rect.size[1], boo::TextureClampMode::ClampToEdge, 3, 3);
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m_renderTex = ctx.newRenderTexture(rect.size[0], rect.size[1], boo::TextureClampMode::ClampToEdge, 3, 3);
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@ -344,12 +345,14 @@ public:
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m_window->waitForRetrace();
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m_window->waitForRetrace();
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boo::SWindowRect& rect = m_windowCallback.m_lastRect;
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boo::IGraphicsCommandQueue* gfxQ = m_window->getCommandQueue();
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boo::IGraphicsCommandQueue* gfxQ = m_window->getCommandQueue();
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if (m_windowCallback.m_rectDirty) {
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if (m_windowCallback.m_rectDirty) {
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boo::SWindowRect& rect = m_windowCallback.m_lastRect;
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gfxQ->resizeRenderTexture(m_renderTex, rect.size[0], rect.size[1]);
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gfxQ->resizeRenderTexture(m_renderTex, rect.size[0], rect.size[1]);
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metaforce::CGraphics::SetViewportResolution({rect.size[0], rect.size[1]});
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CGraphics::SetViewportResolution({rect.size[0], rect.size[1]});
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m_windowCallback.m_rectDirty = false;
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m_windowCallback.m_rectDirty = false;
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} else if (m_firstFrame) {
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CGraphics::SetViewportResolution({rect.size[0], rect.size[1]});
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}
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}
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if (m_windowCallback.m_fullscreenToggleRequested) {
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if (m_windowCallback.m_fullscreenToggleRequested) {
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@ -358,13 +361,14 @@ public:
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}
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}
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boo::IGraphicsDataFactory* gfxF = m_window->getMainContextDataFactory();
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boo::IGraphicsDataFactory* gfxF = m_window->getMainContextDataFactory();
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float scale = m_window->getVirtualPixelFactor();
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if (!g_mainMP1) {
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if (!g_mainMP1) {
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g_mainMP1.emplace(nullptr, nullptr, gfxF, gfxQ, m_renderTex.get());
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g_mainMP1.emplace(nullptr, nullptr, gfxF, gfxQ, m_renderTex.get());
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g_mainMP1->Init(m_fileMgr, &m_cvarManager, m_window.get(), m_voiceEngine.get(), *m_amuseAllocWrapper);
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g_mainMP1->Init(m_fileMgr, &m_cvarManager, m_window.get(), m_voiceEngine.get(), *m_amuseAllocWrapper);
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if (!m_noShaderWarmup) {
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if (!m_noShaderWarmup) {
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g_mainMP1->WarmupShaders();
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g_mainMP1->WarmupShaders();
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}
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}
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ImGuiEngine::Initialize(gfxF, m_window->getWindowFrame());
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ImGuiEngine::Initialize(gfxF, m_window->getWindowFrame(), scale);
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}
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}
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float dt = 1 / 60.f;
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float dt = 1 / 60.f;
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@ -381,7 +385,7 @@ public:
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}
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}
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m_prevFrameTime = now;
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m_prevFrameTime = now;
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ImGuiEngine::Begin(realDt);
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ImGuiEngine::Begin(realDt, scale);
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if (g_mainMP1->Proc(dt)) {
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if (g_mainMP1->Proc(dt)) {
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m_running.store(false);
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m_running.store(false);
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@ -391,6 +395,8 @@ public:
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{
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{
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OPTICK_EVENT("Draw");
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OPTICK_EVENT("Draw");
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gfxQ->setRenderTarget(m_renderTex);
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gfxQ->setRenderTarget(m_renderTex);
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gfxQ->setViewport(rect);
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gfxQ->setScissor(rect);
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if (g_Renderer != nullptr) {
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if (g_Renderer != nullptr) {
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g_Renderer->BeginScene();
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g_Renderer->BeginScene();
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}
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}
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@ -48,10 +48,13 @@ if(APPLE)
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list(APPEND PLAT_SRCS startButton.cpp CGameOptionsTouchBarMac.mm)
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list(APPEND PLAT_SRCS startButton.cpp CGameOptionsTouchBarMac.mm)
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endif()
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endif()
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set(RUNTIME_SOURCES_A
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set(CAST_TO_SOURCES
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MkCastTo.py
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MkCastTo.py
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TCastTo.hpp TCastTo.cpp
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TCastTo.hpp TCastTo.cpp)
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set(RUNTIME_SOURCES_A
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RetroTypes.hpp RetroTypes.cpp
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RetroTypes.hpp RetroTypes.cpp
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${CAST_TO_SOURCES}
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${MP1_SOURCES}
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${MP1_SOURCES}
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${AUDIO_SOURCES}
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${AUDIO_SOURCES}
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${AUTOMAPPER_SOURCES}
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${AUTOMAPPER_SOURCES}
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@ -61,6 +64,7 @@ set(RUNTIME_SOURCES_A
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${GRAPHICS_SOURCES})
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${GRAPHICS_SOURCES})
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set(RUNTIME_SOURCES_B
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set(RUNTIME_SOURCES_B
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${CAST_TO_SOURCES}
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${GUISYS_SOURCES}
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${GUISYS_SOURCES}
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${INPUT_SOURCES}
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${INPUT_SOURCES}
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${PARTICLE_SOURCES}
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${PARTICLE_SOURCES}
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@ -1 +1 @@
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Subproject commit d13fbda0c0ef0a832ed31ab4a7e91a23c6167f52
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Subproject commit 8dd258fc62be57c435ce47dcac691406baab14ec
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@ -4,7 +4,6 @@ add_library(imgui
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../extern/imgui/imgui_draw.cpp
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../extern/imgui/imgui_draw.cpp
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../extern/imgui/imgui_tables.cpp
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../extern/imgui/imgui_tables.cpp
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../extern/imgui/imgui_widgets.cpp
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../extern/imgui/imgui_widgets.cpp
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../extern/imgui/backends/imgui_impl_vulkan.cpp
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ImGuiEngine.cpp
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ImGuiEngine.cpp
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ImGuiEngine.hpp
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ImGuiEngine.hpp
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)
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)
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@ -12,5 +11,5 @@ target_include_directories(imgui PUBLIC ../extern/imgui ${CMAKE_CURRENT_SOURCE_D
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target_compile_definitions(imgui PUBLIC IMGUI_USER_CONFIG="imconfig_user.h")
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target_compile_definitions(imgui PUBLIC IMGUI_USER_CONFIG="imconfig_user.h")
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target_link_libraries(imgui PRIVATE boo hecl-light RetroDataSpec)
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target_link_libraries(imgui PRIVATE boo hecl-light RetroDataSpec)
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add_shader(ImguiShader)
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add_shader(ImGuiShader)
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target_link_libraries(shader_ImguiShader PRIVATE hecl-light)
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target_link_libraries(shader_ImGuiShader PRIVATE hecl-light)
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@ -26,7 +26,7 @@ struct Uniform {
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static size_t VertexBufferSize = 5000;
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static size_t VertexBufferSize = 5000;
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static size_t IndexBufferSize = 5000;
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static size_t IndexBufferSize = 5000;
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void ImGuiEngine::Initialize(boo::IGraphicsDataFactory* factory, const boo::SWindowRect& rect) {
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void ImGuiEngine::Initialize(boo::IGraphicsDataFactory* factory, const boo::SWindowRect& rect, float scale) {
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m_factory = factory;
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m_factory = factory;
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WindowRect = rect;
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WindowRect = rect;
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@ -60,7 +60,7 @@ void ImGuiEngine::Initialize(boo::IGraphicsDataFactory* factory, const boo::SWin
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unsigned char* pixels = nullptr;
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unsigned char* pixels = nullptr;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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factory->commitTransaction([&](boo::IGraphicsDataFactory::Context& ctx) {
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factory->commitTransaction([&](boo::IGraphicsDataFactory::Context& ctx) {
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ShaderPipeline = hecl::conv->convert(Shader_ImguiShader{});
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ShaderPipeline = hecl::conv->convert(Shader_ImGuiShader{});
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ImGuiAtlas = ctx.newStaticTexture(width, height, 1, boo::TextureFormat::RGBA8, boo::TextureClampMode::ClampToEdge,
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ImGuiAtlas = ctx.newStaticTexture(width, height, 1, boo::TextureFormat::RGBA8, boo::TextureClampMode::ClampToEdge,
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pixels, width * height * 4);
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pixels, width * height * 4);
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VertexBuffer = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(ImDrawVert), VertexBufferSize);
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VertexBuffer = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(ImDrawVert), VertexBufferSize);
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@ -77,13 +77,13 @@ void ImGuiEngine::Shutdown() {
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ShaderPipeline.reset();
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ShaderPipeline.reset();
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}
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}
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void ImGuiEngine::Begin(float dt) {
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void ImGuiEngine::Begin(float dt, float scale) {
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.DeltaTime = dt;
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io.DeltaTime = dt;
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io.DisplaySize.x = WindowRect.size[0];
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io.DisplaySize.x = WindowRect.size[0];
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io.DisplaySize.y = WindowRect.size[1];
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io.DisplaySize.y = WindowRect.size[1];
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// TODO
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io.DisplayFramebufferScale = ImVec2{scale, scale};
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// io.DisplayFramebufferScale = ImVec2{1.f, 1.f};
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io.FontGlobalScale = scale;
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if (Input.m_mouseIn) {
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if (Input.m_mouseIn) {
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io.MousePos = ImVec2{static_cast<float>(Input.m_mousePos.pixel[0]),
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io.MousePos = ImVec2{static_cast<float>(Input.m_mousePos.pixel[0]),
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static_cast<float>(WindowRect.size[1] - Input.m_mousePos.pixel[1])};
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static_cast<float>(WindowRect.size[1] - Input.m_mousePos.pixel[1])};
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@ -91,8 +91,14 @@ void ImGuiEngine::Begin(float dt) {
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io.MousePos = ImVec2{-FLT_MAX, -FLT_MAX};
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io.MousePos = ImVec2{-FLT_MAX, -FLT_MAX};
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}
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}
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memcpy(io.MouseDown, Input.m_mouseButtons.data(), sizeof(io.MouseDown));
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memcpy(io.MouseDown, Input.m_mouseButtons.data(), sizeof(io.MouseDown));
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io.MouseWheel = static_cast<float>(Input.m_scrollDelta.delta[1]);
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float scrollDelta = Input.m_scrollDelta.delta[1] / scale;
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io.MouseWheelH = static_cast<float>(Input.m_scrollDelta.delta[0]);
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float scrollDeltaH = Input.m_scrollDelta.delta[0] / scale;
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if (Input.m_scrollDelta.isAccelerated) {
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scrollDelta /= 10.f;
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scrollDeltaH /= 10.f;
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}
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io.MouseWheel = static_cast<float>(scrollDelta);
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io.MouseWheelH = static_cast<float>(scrollDeltaH);
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Input.m_scrollDelta.zeroOut();
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Input.m_scrollDelta.zeroOut();
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io.KeyCtrl = True(Input.m_modifiers & boo::EModifierKey::Ctrl);
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io.KeyCtrl = True(Input.m_modifiers & boo::EModifierKey::Ctrl);
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io.KeyShift = True(Input.m_modifiers & boo::EModifierKey::Shift);
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io.KeyShift = True(Input.m_modifiers & boo::EModifierKey::Shift);
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@ -199,7 +205,8 @@ void ImGuiEngine::Draw(boo::IGraphicsCommandQueue* gfxQ) {
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int clipW = static_cast<int>(drawCmd.ClipRect.z - pos.x) - clipX;
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int clipW = static_cast<int>(drawCmd.ClipRect.z - pos.x) - clipX;
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int clipH = static_cast<int>(drawCmd.ClipRect.w - pos.y) - clipY;
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int clipH = static_cast<int>(drawCmd.ClipRect.w - pos.y) - clipY;
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boo::SWindowRect clipRect{clipX, clipY, clipW, clipH};
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boo::SWindowRect clipRect{clipX, clipY, clipW, clipH};
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if (m_factory->platform() == boo::IGraphicsDataFactory::Platform::Vulkan) {
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if (m_factory->platform() == boo::IGraphicsDataFactory::Platform::Vulkan
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|| m_factory->platform() == boo::IGraphicsDataFactory::Platform::Metal) {
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clipRect.location[1] = viewportHeight - clipRect.location[1] - clipRect.size[1];
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clipRect.location[1] = viewportHeight - clipRect.location[1] - clipRect.size[1];
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}
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}
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gfxQ->setScissor(clipRect);
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gfxQ->setScissor(clipRect);
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bool m_mouseIn = true;
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bool m_mouseIn = true;
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} Input;
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} Input;
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static void Initialize(boo::IGraphicsDataFactory* factory, const boo::SWindowRect &rect);
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static void Initialize(boo::IGraphicsDataFactory* factory, const boo::SWindowRect &rect, float scale);
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static void Shutdown();
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static void Shutdown();
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static void Begin(float dt);
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static void Begin(float dt, float scale);
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static void End();
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static void End();
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static void Draw(boo::IGraphicsCommandQueue* gfxQ);
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static void Draw(boo::IGraphicsCommandQueue* gfxQ);
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@ -1,4 +1,4 @@
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#shader ImguiShader
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#shader ImGuiShader
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#attribute position2
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#attribute position2
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#attribute uv2
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#attribute uv2
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#attribute colorunorm
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#attribute colorunorm
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@ -14,7 +14,7 @@
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layout (location = 0) in vec2 pos;
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 uv;
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layout (location = 1) in vec2 uv;
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layout (location = 2) in vec4 color;
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layout (location = 2) in vec4 color;
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UBINDING0 uniform ImguiShaderUniform
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UBINDING0 uniform ImGuiShaderUniform
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{
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{
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mat4 xf;
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mat4 xf;
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};
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};
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@ -49,7 +49,7 @@ void main()
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#vertex hlsl
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#vertex hlsl
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cbuffer ImguiShaderUniform : register(b0)
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cbuffer ImGuiShaderUniform : register(b0)
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{
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{
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float4x4 xf;
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float4x4 xf;
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};
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};
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@ -94,7 +94,7 @@ float4 main(in VertToFrag vtf) : SV_Target0
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#vertex metal
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#vertex metal
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struct ImguiShaderUniform {
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struct ImGuiShaderUniform {
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float4x4 xf;
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float4x4 xf;
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};
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};
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@ -111,7 +111,7 @@ struct VertToFrag {
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};
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};
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vertex VertToFrag vmain(VertexIn v [[stage_in]],
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vertex VertToFrag vmain(VertexIn v [[stage_in]],
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constant ImguiShaderUniform& u [[buffer(2)]]) {
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constant ImGuiShaderUniform& u [[buffer(2)]]) {
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VertToFrag vtf;
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VertToFrag vtf;
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vtf.position = u.xf * float4(v.position, 0, 1);
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vtf.position = u.xf * float4(v.position, 0, 1);
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vtf.texCoords = v.texCoords;
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vtf.texCoords = v.texCoords;
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