Fix Metal rendering; HI-DPI improvements

This commit is contained in:
Luke Street 2021-05-24 18:53:49 -04:00
parent 3616b42072
commit 32f9bafff1
7 changed files with 41 additions and 25 deletions

View File

@ -242,6 +242,7 @@ public:
m_window->showWindow();
boo::SWindowRect rect = m_window->getWindowFrame();
m_windowCallback.m_lastRect = rect;
boo::IGraphicsDataFactory* gfxF = m_window->getMainContextDataFactory();
gfxF->commitTransaction([&](boo::IGraphicsDataFactory::Context& ctx) {
m_renderTex = ctx.newRenderTexture(rect.size[0], rect.size[1], boo::TextureClampMode::ClampToEdge, 3, 3);
@ -344,12 +345,14 @@ public:
m_window->waitForRetrace();
boo::SWindowRect& rect = m_windowCallback.m_lastRect;
boo::IGraphicsCommandQueue* gfxQ = m_window->getCommandQueue();
if (m_windowCallback.m_rectDirty) {
boo::SWindowRect& rect = m_windowCallback.m_lastRect;
gfxQ->resizeRenderTexture(m_renderTex, rect.size[0], rect.size[1]);
metaforce::CGraphics::SetViewportResolution({rect.size[0], rect.size[1]});
CGraphics::SetViewportResolution({rect.size[0], rect.size[1]});
m_windowCallback.m_rectDirty = false;
} else if (m_firstFrame) {
CGraphics::SetViewportResolution({rect.size[0], rect.size[1]});
}
if (m_windowCallback.m_fullscreenToggleRequested) {
@ -358,13 +361,14 @@ public:
}
boo::IGraphicsDataFactory* gfxF = m_window->getMainContextDataFactory();
float scale = m_window->getVirtualPixelFactor();
if (!g_mainMP1) {
g_mainMP1.emplace(nullptr, nullptr, gfxF, gfxQ, m_renderTex.get());
g_mainMP1->Init(m_fileMgr, &m_cvarManager, m_window.get(), m_voiceEngine.get(), *m_amuseAllocWrapper);
if (!m_noShaderWarmup) {
g_mainMP1->WarmupShaders();
}
ImGuiEngine::Initialize(gfxF, m_window->getWindowFrame());
ImGuiEngine::Initialize(gfxF, m_window->getWindowFrame(), scale);
}
float dt = 1 / 60.f;
@ -381,7 +385,7 @@ public:
}
m_prevFrameTime = now;
ImGuiEngine::Begin(realDt);
ImGuiEngine::Begin(realDt, scale);
if (g_mainMP1->Proc(dt)) {
m_running.store(false);
@ -391,6 +395,8 @@ public:
{
OPTICK_EVENT("Draw");
gfxQ->setRenderTarget(m_renderTex);
gfxQ->setViewport(rect);
gfxQ->setScissor(rect);
if (g_Renderer != nullptr) {
g_Renderer->BeginScene();
}

View File

@ -48,10 +48,13 @@ if(APPLE)
list(APPEND PLAT_SRCS startButton.cpp CGameOptionsTouchBarMac.mm)
endif()
set(RUNTIME_SOURCES_A
set(CAST_TO_SOURCES
MkCastTo.py
TCastTo.hpp TCastTo.cpp
TCastTo.hpp TCastTo.cpp)
set(RUNTIME_SOURCES_A
RetroTypes.hpp RetroTypes.cpp
${CAST_TO_SOURCES}
${MP1_SOURCES}
${AUDIO_SOURCES}
${AUTOMAPPER_SOURCES}
@ -61,6 +64,7 @@ set(RUNTIME_SOURCES_A
${GRAPHICS_SOURCES})
set(RUNTIME_SOURCES_B
${CAST_TO_SOURCES}
${GUISYS_SOURCES}
${INPUT_SOURCES}
${PARTICLE_SOURCES}

2
extern/boo vendored

@ -1 +1 @@
Subproject commit d13fbda0c0ef0a832ed31ab4a7e91a23c6167f52
Subproject commit 8dd258fc62be57c435ce47dcac691406baab14ec

View File

@ -4,7 +4,6 @@ add_library(imgui
../extern/imgui/imgui_draw.cpp
../extern/imgui/imgui_tables.cpp
../extern/imgui/imgui_widgets.cpp
../extern/imgui/backends/imgui_impl_vulkan.cpp
ImGuiEngine.cpp
ImGuiEngine.hpp
)
@ -12,5 +11,5 @@ target_include_directories(imgui PUBLIC ../extern/imgui ${CMAKE_CURRENT_SOURCE_D
target_compile_definitions(imgui PUBLIC IMGUI_USER_CONFIG="imconfig_user.h")
target_link_libraries(imgui PRIVATE boo hecl-light RetroDataSpec)
add_shader(ImguiShader)
target_link_libraries(shader_ImguiShader PRIVATE hecl-light)
add_shader(ImGuiShader)
target_link_libraries(shader_ImGuiShader PRIVATE hecl-light)

View File

@ -26,7 +26,7 @@ struct Uniform {
static size_t VertexBufferSize = 5000;
static size_t IndexBufferSize = 5000;
void ImGuiEngine::Initialize(boo::IGraphicsDataFactory* factory, const boo::SWindowRect& rect) {
void ImGuiEngine::Initialize(boo::IGraphicsDataFactory* factory, const boo::SWindowRect& rect, float scale) {
m_factory = factory;
WindowRect = rect;
@ -60,7 +60,7 @@ void ImGuiEngine::Initialize(boo::IGraphicsDataFactory* factory, const boo::SWin
unsigned char* pixels = nullptr;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
factory->commitTransaction([&](boo::IGraphicsDataFactory::Context& ctx) {
ShaderPipeline = hecl::conv->convert(Shader_ImguiShader{});
ShaderPipeline = hecl::conv->convert(Shader_ImGuiShader{});
ImGuiAtlas = ctx.newStaticTexture(width, height, 1, boo::TextureFormat::RGBA8, boo::TextureClampMode::ClampToEdge,
pixels, width * height * 4);
VertexBuffer = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(ImDrawVert), VertexBufferSize);
@ -77,13 +77,13 @@ void ImGuiEngine::Shutdown() {
ShaderPipeline.reset();
}
void ImGuiEngine::Begin(float dt) {
void ImGuiEngine::Begin(float dt, float scale) {
ImGuiIO& io = ImGui::GetIO();
io.DeltaTime = dt;
io.DisplaySize.x = WindowRect.size[0];
io.DisplaySize.y = WindowRect.size[1];
// TODO
// io.DisplayFramebufferScale = ImVec2{1.f, 1.f};
io.DisplayFramebufferScale = ImVec2{scale, scale};
io.FontGlobalScale = scale;
if (Input.m_mouseIn) {
io.MousePos = ImVec2{static_cast<float>(Input.m_mousePos.pixel[0]),
static_cast<float>(WindowRect.size[1] - Input.m_mousePos.pixel[1])};
@ -91,8 +91,14 @@ void ImGuiEngine::Begin(float dt) {
io.MousePos = ImVec2{-FLT_MAX, -FLT_MAX};
}
memcpy(io.MouseDown, Input.m_mouseButtons.data(), sizeof(io.MouseDown));
io.MouseWheel = static_cast<float>(Input.m_scrollDelta.delta[1]);
io.MouseWheelH = static_cast<float>(Input.m_scrollDelta.delta[0]);
float scrollDelta = Input.m_scrollDelta.delta[1] / scale;
float scrollDeltaH = Input.m_scrollDelta.delta[0] / scale;
if (Input.m_scrollDelta.isAccelerated) {
scrollDelta /= 10.f;
scrollDeltaH /= 10.f;
}
io.MouseWheel = static_cast<float>(scrollDelta);
io.MouseWheelH = static_cast<float>(scrollDeltaH);
Input.m_scrollDelta.zeroOut();
io.KeyCtrl = True(Input.m_modifiers & boo::EModifierKey::Ctrl);
io.KeyShift = True(Input.m_modifiers & boo::EModifierKey::Shift);
@ -199,7 +205,8 @@ void ImGuiEngine::Draw(boo::IGraphicsCommandQueue* gfxQ) {
int clipW = static_cast<int>(drawCmd.ClipRect.z - pos.x) - clipX;
int clipH = static_cast<int>(drawCmd.ClipRect.w - pos.y) - clipY;
boo::SWindowRect clipRect{clipX, clipY, clipW, clipH};
if (m_factory->platform() == boo::IGraphicsDataFactory::Platform::Vulkan) {
if (m_factory->platform() == boo::IGraphicsDataFactory::Platform::Vulkan
|| m_factory->platform() == boo::IGraphicsDataFactory::Platform::Metal) {
clipRect.location[1] = viewportHeight - clipRect.location[1] - clipRect.size[1];
}
gfxQ->setScissor(clipRect);

View File

@ -18,10 +18,10 @@ public:
bool m_mouseIn = true;
} Input;
static void Initialize(boo::IGraphicsDataFactory* factory, const boo::SWindowRect &rect);
static void Initialize(boo::IGraphicsDataFactory* factory, const boo::SWindowRect &rect, float scale);
static void Shutdown();
static void Begin(float dt);
static void Begin(float dt, float scale);
static void End();
static void Draw(boo::IGraphicsCommandQueue* gfxQ);

View File

@ -1,4 +1,4 @@
#shader ImguiShader
#shader ImGuiShader
#attribute position2
#attribute uv2
#attribute colorunorm
@ -14,7 +14,7 @@
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 uv;
layout (location = 2) in vec4 color;
UBINDING0 uniform ImguiShaderUniform
UBINDING0 uniform ImGuiShaderUniform
{
mat4 xf;
};
@ -49,7 +49,7 @@ void main()
#vertex hlsl
cbuffer ImguiShaderUniform : register(b0)
cbuffer ImGuiShaderUniform : register(b0)
{
float4x4 xf;
};
@ -94,7 +94,7 @@ float4 main(in VertToFrag vtf) : SV_Target0
#vertex metal
struct ImguiShaderUniform {
struct ImGuiShaderUniform {
float4x4 xf;
};
@ -111,7 +111,7 @@ struct VertToFrag {
};
vertex VertToFrag vmain(VertexIn v [[stage_in]],
constant ImguiShaderUniform& u [[buffer(2)]]) {
constant ImGuiShaderUniform& u [[buffer(2)]]) {
VertToFrag vtf;
vtf.position = u.xf * float4(v.position, 0, 1);
vtf.texCoords = v.texCoords;