mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2024-12-26 17:37:03 +00:00
Dear ImGui Implementation (#598)
* added imgui as dependency * imgui renderer/basic input implementation * imgui: add layers system Add video info layer to show fps. Press F10 to toggle it. * imgui: add custom imgui config * imgui: gamepad capture, stopping propagation * imgui: changed config & log file path to use portable dir * videoout: render blank frame when video output is closed required to render imgui even when game has no video output - fixed merge compile-error
This commit is contained in:
parent
f1becb2507
commit
035cb3eeaa
5
.gitmodules
vendored
5
.gitmodules
vendored
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@ -85,3 +85,8 @@
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[submodule "externals/half"]
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path = externals/half
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url = https://github.com/ROCm/half.git
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[submodule "externals/dear_imgui"]
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path = externals/dear_imgui
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url = https://github.com/shadps4-emu/ext-imgui.git
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shallow = true
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branch = docking
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@ -561,6 +561,18 @@ set(VIDEO_CORE src/video_core/amdgpu/liverpool.cpp
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src/video_core/renderdoc.h
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)
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set(IMGUI src/imgui/imgui_config.h
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src/imgui/imgui_layer.h
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src/imgui/layer/video_info.cpp
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src/imgui/layer/video_info.h
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src/imgui/renderer/imgui_core.cpp
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src/imgui/renderer/imgui_core.h
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src/imgui/renderer/imgui_impl_sdl3.cpp
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src/imgui/renderer/imgui_impl_sdl3.h
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src/imgui/renderer/imgui_impl_vulkan.cpp
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src/imgui/renderer/imgui_impl_vulkan.h
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)
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set(INPUT src/input/controller.cpp
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src/input/controller.h
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)
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@ -617,6 +629,7 @@ endif()
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if (ENABLE_QT_GUI)
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qt_add_executable(shadps4
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${AUDIO_CORE}
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${IMGUI}
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${INPUT}
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${QT_GUI}
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${COMMON}
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@ -629,6 +642,7 @@ if (ENABLE_QT_GUI)
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else()
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add_executable(shadps4
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${AUDIO_CORE}
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${IMGUI}
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${INPUT}
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${COMMON}
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${CORE}
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@ -645,9 +659,12 @@ endif()
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create_target_directory_groups(shadps4)
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target_link_libraries(shadps4 PRIVATE magic_enum::magic_enum fmt::fmt toml11::toml11 tsl::robin_map xbyak::xbyak Tracy::TracyClient RenderDoc::API FFmpeg::ffmpeg)
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target_link_libraries(shadps4 PRIVATE magic_enum::magic_enum fmt::fmt toml11::toml11 tsl::robin_map xbyak::xbyak Tracy::TracyClient RenderDoc::API FFmpeg::ffmpeg Dear_ImGui)
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target_link_libraries(shadps4 PRIVATE Boost::headers GPUOpen::VulkanMemoryAllocator sirit Vulkan::Headers xxHash::xxhash Zydis::Zydis glslang::SPIRV glslang::glslang SDL3::SDL3)
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target_compile_definitions(shadps4 PRIVATE IMGUI_USER_CONFIG="imgui/imgui_config.h")
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target_compile_definitions(Dear_ImGui PRIVATE IMGUI_USER_CONFIG="${PROJECT_SOURCE_DIR}/src/imgui/imgui_config.h")
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if (APPLE)
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option(USE_SYSTEM_VULKAN_LOADER "Enables using the system Vulkan loader instead of directly linking with MoltenVK. Useful for loading validation layers." OFF)
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if (USE_SYSTEM_VULKAN_LOADER)
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11
externals/CMakeLists.txt
vendored
11
externals/CMakeLists.txt
vendored
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@ -155,6 +155,17 @@ if (APPLE)
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endif()
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endif()
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# Dear ImGui
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add_library(Dear_ImGui
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dear_imgui/imgui.cpp
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dear_imgui/imgui_demo.cpp
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dear_imgui/imgui_draw.cpp
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dear_imgui/imgui_internal.h
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dear_imgui/imgui_tables.cpp
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dear_imgui/imgui_widgets.cpp
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)
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target_include_directories(Dear_ImGui INTERFACE dear_imgui/)
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# Tracy
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option(TRACY_ENABLE "" ON)
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option(TRACY_NO_CRASH_HANDLER "" ON) # Otherwise texture cache exceptions will be treaten as a crash
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1
externals/dear_imgui
vendored
Submodule
1
externals/dear_imgui
vendored
Submodule
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@ -0,0 +1 @@
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Subproject commit 636cd4a7d623a2bc9bf59bb3acbb4ca075befba3
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@ -18,3 +18,8 @@ void assert_fail_impl() {
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Crash();
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throw std::runtime_error("Unreachable code");
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}
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void assert_fail_debug_msg(const char* msg) {
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LOG_CRITICAL(Debug, "Assertion Failed!\n{}", msg);
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assert_fail_impl();
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}
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@ -117,6 +117,7 @@ bool ParseFilterRule(Filter& instance, Iterator begin, Iterator end) {
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CLS(Render) \
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SUB(Render, Vulkan) \
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SUB(Render, Recompiler) \
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CLS(ImGui) \
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CLS(Input) \
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CLS(Tty) \
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CLS(Loader)
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@ -84,6 +84,7 @@ enum class Class : u8 {
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Render, ///< Video Core
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Render_Vulkan, ///< Vulkan backend
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Render_Recompiler, ///< Shader recompiler
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ImGui, ///< ImGui
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Loader, ///< ROM loader
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Input, ///< Input emulation
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Tty, ///< Debug output from emu
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@ -161,10 +161,6 @@ int VideoOutDriver::UnregisterBuffers(VideoOutPort* port, s32 attributeIndex) {
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}
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std::chrono::microseconds VideoOutDriver::Flip(const Request& req) {
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if (!req) {
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return std::chrono::microseconds{0};
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}
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const auto start = std::chrono::high_resolution_clock::now();
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// Whatever the game is rendering show splash if it is active
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@ -207,6 +203,11 @@ std::chrono::microseconds VideoOutDriver::Flip(const Request& req) {
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return std::chrono::duration_cast<std::chrono::microseconds>(end - start);
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}
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void VideoOutDriver::DrawBlankFrame() {
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const auto empty_frame = renderer->PrepareBlankFrame(false);
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renderer->Present(empty_frame);
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}
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bool VideoOutDriver::SubmitFlip(VideoOutPort* port, s32 index, s64 flip_arg,
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bool is_eop /*= false*/) {
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{
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@ -283,7 +284,14 @@ void VideoOutDriver::PresentThread(std::stop_token token) {
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auto& vblank_status = main_port.vblank_status;
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if (vblank_status.count % (main_port.flip_rate + 1) == 0) {
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const auto request = receive_request();
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delay = Flip(request);
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if (!request) {
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delay = std::chrono::microseconds{0};
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if (!main_port.is_open) {
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DrawBlankFrame();
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}
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} else {
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delay = Flip(request);
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}
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FRAME_END;
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}
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@ -102,6 +102,7 @@ private:
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};
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std::chrono::microseconds Flip(const Request& req);
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void DrawBlankFrame(); // Used when there is no flip request to keep ImGui up to date
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void SubmitFlipInternal(VideoOutPort* port, s32 index, s64 flip_arg, bool is_eop = false);
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void PresentThread(std::stop_token token);
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29
src/imgui/imgui_config.h
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29
src/imgui/imgui_config.h
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@ -0,0 +1,29 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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// WARNING: All includes from this file must be relative to allow Dear_ImGui project to compile
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// without having this project include paths.
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#include <cstdint>
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extern void assert_fail_debug_msg(const char* msg);
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#define ImDrawIdx std::uint32_t
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#define IM_STRINGIZE(x) IM_STRINGIZE2(x)
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#define IM_STRINGIZE2(x) #x
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#define IM_ASSERT(_EXPR) \
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([&]() { \
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if (!(_EXPR)) [[unlikely]] { \
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assert_fail_debug_msg(#_EXPR " at " __FILE__ ":" IM_STRINGIZE(__LINE__)); \
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} \
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}())
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#define IMGUI_USE_WCHAR32
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#define IMGUI_ENABLE_STB_TRUETYPE
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#define IMGUI_DEFINE_MATH_OPERATORS
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#define IM_VEC2_CLASS_EXTRA \
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constexpr ImVec2(float _v) : x(_v), y(_v) {}
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21
src/imgui/imgui_layer.h
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21
src/imgui/imgui_layer.h
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@ -0,0 +1,21 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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namespace ImGui {
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class Layer {
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public:
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virtual ~Layer() = default;
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static void AddLayer(Layer* layer);
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static void RemoveLayer(Layer* layer);
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virtual void Draw() = 0;
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virtual bool ShouldGrabGamepad() {
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return false;
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}
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};
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} // namespace ImGui
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16
src/imgui/layer/video_info.cpp
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16
src/imgui/layer/video_info.cpp
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@ -0,0 +1,16 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <imgui.h>
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#include "video_info.h"
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void ImGui::Layers::VideoInfo::Draw() {
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const ImGuiIO& io = GetIO();
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m_show = IsKeyPressed(ImGuiKey_F10, false) ^ m_show;
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if (m_show && Begin("Video Info")) {
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Text("Frame time: %.3f ms (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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End();
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}
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}
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23
src/imgui/layer/video_info.h
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23
src/imgui/layer/video_info.h
Normal file
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@ -0,0 +1,23 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "imgui/imgui_layer.h"
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namespace Vulkan {
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class RendererVulkan;
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}
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namespace ImGui::Layers {
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class VideoInfo : public Layer {
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bool m_show = false;
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::Vulkan::RendererVulkan* renderer{};
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public:
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explicit VideoInfo(::Vulkan::RendererVulkan* renderer) : renderer(renderer) {}
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void Draw() override;
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};
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} // namespace ImGui::Layers
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213
src/imgui/renderer/imgui_core.cpp
Normal file
213
src/imgui/renderer/imgui_core.cpp
Normal file
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL_events.h>
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#include <imgui.h>
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#include "common/config.h"
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#include "common/path_util.h"
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#include "imgui/imgui_layer.h"
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#include "imgui_core.h"
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#include "imgui_impl_sdl3.h"
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#include "imgui_impl_vulkan.h"
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#include "sdl_window.h"
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#include "video_core/renderer_vulkan/renderer_vulkan.h"
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static void CheckVkResult(const vk::Result err) {
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LOG_ERROR(ImGui, "Vulkan error {}", vk::to_string(err));
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}
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static std::vector<ImGui::Layer*> layers;
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// Update layers before rendering to allow layer changes to be applied during rendering.
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// Using deque to keep the order of changes in case a Layer is removed then added again between
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// frames.
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static std::deque<std::pair<bool, ImGui::Layer*>> change_layers;
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static std::mutex change_layers_mutex{};
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namespace ImGui {
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namespace Core {
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void Initialize(const ::Vulkan::Instance& instance, const Frontend::WindowSDL& window,
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const u32 image_count, vk::Format surface_format,
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const vk::AllocationCallbacks* allocator) {
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const auto config_path = GetUserPath(Common::FS::PathType::UserDir) / "imgui.ini";
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const auto log_path = GetUserPath(Common::FS::PathType::LogDir) / "imgui_log.txt";
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CreateContext();
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ImGuiIO& io = GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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io.DisplaySize = ImVec2((float)window.getWidth(), (float)window.getHeight());
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io.IniFilename = SDL_strdup(config_path.string().c_str());
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io.LogFilename = SDL_strdup(log_path.string().c_str());
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StyleColorsDark();
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Sdl::Init(window.GetSdlWindow());
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const Vulkan::InitInfo vk_info{
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.instance = instance.GetInstance(),
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.physical_device = instance.GetPhysicalDevice(),
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.device = instance.GetDevice(),
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.queue_family = instance.GetPresentQueueFamilyIndex(),
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.queue = instance.GetPresentQueue(),
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.image_count = image_count,
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.min_allocation_size = 1024 * 1024,
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.pipeline_rendering_create_info{
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.colorAttachmentCount = 1,
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.pColorAttachmentFormats = &surface_format,
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},
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.allocator = allocator,
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.check_vk_result_fn = &CheckVkResult,
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};
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Vulkan::Init(vk_info);
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}
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void OnResize() {
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Sdl::OnResize();
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}
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void Shutdown(const vk::Device& device) {
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device.waitIdle();
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const ImGuiIO& io = GetIO();
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const auto ini_filename = (void*)io.IniFilename;
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const auto log_filename = (void*)io.LogFilename;
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Vulkan::Shutdown();
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Sdl::Shutdown();
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DestroyContext();
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SDL_free(ini_filename);
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SDL_free(log_filename);
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}
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bool ProcessEvent(SDL_Event* event) {
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Sdl::ProcessEvent(event);
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switch (event->type) {
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case SDL_EVENT_MOUSE_MOTION:
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case SDL_EVENT_MOUSE_WHEEL:
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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return GetIO().WantCaptureMouse;
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case SDL_EVENT_TEXT_INPUT:
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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return GetIO().WantCaptureKeyboard;
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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case SDL_EVENT_GAMEPAD_ADDED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
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return (GetIO().BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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default:
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return false;
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||||
}
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}
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void NewFrame() {
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{
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std::scoped_lock lock{change_layers_mutex};
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while (!change_layers.empty()) {
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const auto [to_be_added, layer] = change_layers.front();
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if (to_be_added) {
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layers.push_back(layer);
|
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} else {
|
||||
const auto [begin, end] = std::ranges::remove(layers, layer);
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layers.erase(begin, end);
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}
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change_layers.pop_front();
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||||
}
|
||||
}
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||||
|
||||
Vulkan::NewFrame();
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||||
Sdl::NewFrame();
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||||
ImGui::NewFrame();
|
||||
|
||||
bool capture_gamepad = false;
|
||||
for (auto* layer : layers) {
|
||||
layer->Draw();
|
||||
if (layer->ShouldGrabGamepad()) {
|
||||
capture_gamepad = true;
|
||||
}
|
||||
}
|
||||
if (capture_gamepad) {
|
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GetIO().BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
} else {
|
||||
GetIO().BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
}
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||||
|
||||
void Render(const vk::CommandBuffer& cmdbuf, ::Vulkan::Frame* frame) {
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||||
ImGui::Render();
|
||||
ImDrawData* draw_data = GetDrawData();
|
||||
if (draw_data->CmdListsCount == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (Config::vkMarkersEnabled()) {
|
||||
cmdbuf.beginDebugUtilsLabelEXT(vk::DebugUtilsLabelEXT{
|
||||
.pLabelName = "ImGui Render",
|
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});
|
||||
}
|
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cmdbuf.pipelineBarrier(vk::PipelineStageFlagBits::eColorAttachmentOutput,
|
||||
vk::PipelineStageFlagBits::eColorAttachmentOutput, {}, {}, {},
|
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{vk::ImageMemoryBarrier{
|
||||
.srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite,
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||||
.dstAccessMask = vk::AccessFlagBits::eColorAttachmentRead,
|
||||
.oldLayout = vk::ImageLayout::eUndefined,
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||||
.newLayout = vk::ImageLayout::eColorAttachmentOptimal,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = frame->image,
|
||||
.subresourceRange{
|
||||
.aspectMask = vk::ImageAspectFlagBits::eColor,
|
||||
.baseMipLevel = 0,
|
||||
.levelCount = 1,
|
||||
.baseArrayLayer = 0,
|
||||
.layerCount = VK_REMAINING_ARRAY_LAYERS,
|
||||
},
|
||||
}});
|
||||
|
||||
vk::RenderingAttachmentInfo color_attachments[1]{
|
||||
{
|
||||
.imageView = frame->image_view,
|
||||
.imageLayout = vk::ImageLayout::eColorAttachmentOptimal,
|
||||
.loadOp = vk::AttachmentLoadOp::eLoad,
|
||||
.storeOp = vk::AttachmentStoreOp::eStore,
|
||||
},
|
||||
};
|
||||
vk::RenderingInfo render_info = {};
|
||||
render_info.renderArea = {
|
||||
.offset = {0, 0},
|
||||
.extent = {frame->width, frame->height},
|
||||
};
|
||||
render_info.layerCount = 1;
|
||||
render_info.colorAttachmentCount = 1;
|
||||
render_info.pColorAttachments = color_attachments;
|
||||
cmdbuf.beginRendering(render_info);
|
||||
Vulkan::RenderDrawData(*draw_data, cmdbuf);
|
||||
cmdbuf.endRendering();
|
||||
if (Config::vkMarkersEnabled()) {
|
||||
cmdbuf.endDebugUtilsLabelEXT();
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Core
|
||||
|
||||
void Layer::AddLayer(Layer* layer) {
|
||||
std::scoped_lock lock{change_layers_mutex};
|
||||
change_layers.emplace_back(true, layer);
|
||||
}
|
||||
|
||||
void Layer::RemoveLayer(Layer* layer) {
|
||||
std::scoped_lock lock{change_layers_mutex};
|
||||
change_layers.emplace_back(false, layer);
|
||||
}
|
||||
|
||||
} // namespace ImGui
|
31
src/imgui/renderer/imgui_core.h
Normal file
31
src/imgui/renderer/imgui_core.h
Normal file
|
@ -0,0 +1,31 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "video_core/renderer_vulkan/vk_instance.h"
|
||||
#include "vulkan/vulkan_handles.hpp"
|
||||
|
||||
union SDL_Event;
|
||||
|
||||
namespace Vulkan {
|
||||
struct Frame;
|
||||
}
|
||||
|
||||
namespace ImGui::Core {
|
||||
|
||||
void Initialize(const Vulkan::Instance& instance, const Frontend::WindowSDL& window,
|
||||
u32 image_count, vk::Format surface_format,
|
||||
const vk::AllocationCallbacks* allocator = nullptr);
|
||||
|
||||
void OnResize();
|
||||
|
||||
void Shutdown(const vk::Device& device);
|
||||
|
||||
bool ProcessEvent(SDL_Event* event);
|
||||
|
||||
void NewFrame();
|
||||
|
||||
void Render(const vk::CommandBuffer& cmdbuf, Vulkan::Frame* frame);
|
||||
|
||||
} // namespace ImGui::Core
|
789
src/imgui/renderer/imgui_impl_sdl3.cpp
Normal file
789
src/imgui/renderer/imgui_impl_sdl3.cpp
Normal file
|
@ -0,0 +1,789 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
// Based on imgui_impl_sdl3.cpp from Dear ImGui repository
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_sdl3.h"
|
||||
|
||||
// SDL
|
||||
#include <SDL3/SDL.h>
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <Windows.h>
|
||||
#endif
|
||||
|
||||
namespace ImGui::Sdl {
|
||||
|
||||
// SDL Data
|
||||
struct SdlData {
|
||||
SDL_Window* window{};
|
||||
SDL_WindowID window_id{};
|
||||
Uint64 time{};
|
||||
const char* clipboard_text_data{};
|
||||
|
||||
// IME handling
|
||||
SDL_Window* ime_window{};
|
||||
|
||||
// Mouse handling
|
||||
Uint32 mouse_window_id{};
|
||||
int mouse_buttons_down{};
|
||||
SDL_Cursor* mouse_cursors[ImGuiMouseCursor_COUNT]{};
|
||||
SDL_Cursor* mouse_last_cursor{};
|
||||
int mouse_pending_leave_frame{};
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_Gamepad*> gamepads{};
|
||||
GamepadMode gamepad_mode{};
|
||||
bool want_update_gamepads_list{};
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui
|
||||
// contexts It is STRONGLY preferred that you use docking branch with multi-viewports (== single
|
||||
// Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static SdlData* GetBackendData() {
|
||||
return ImGui::GetCurrentContext() ? (SdlData*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
static const char* GetClipboardText(ImGuiContext*) {
|
||||
SdlData* bd = GetBackendData();
|
||||
if (bd->clipboard_text_data)
|
||||
SDL_free((void*)bd->clipboard_text_data);
|
||||
const char* sdl_clipboard_text = SDL_GetClipboardText();
|
||||
bd->clipboard_text_data = sdl_clipboard_text;
|
||||
return bd->clipboard_text_data;
|
||||
}
|
||||
|
||||
static void SetClipboardText(ImGuiContext*, const char* text) {
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
static void PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) {
|
||||
SdlData* bd = GetBackendData();
|
||||
auto window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
|
||||
SDL_Window* window = SDL_GetWindowFromID(window_id);
|
||||
if ((!data->WantVisible || bd->ime_window != window) && bd->ime_window != nullptr) {
|
||||
SDL_StopTextInput(bd->ime_window);
|
||||
bd->ime_window = nullptr;
|
||||
}
|
||||
if (data->WantVisible) {
|
||||
SDL_Rect r;
|
||||
r.x = (int)data->InputPos.x;
|
||||
r.y = (int)data->InputPos.y;
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputArea(window, &r, 0);
|
||||
SDL_StartTextInput(window);
|
||||
bd->ime_window = window;
|
||||
}
|
||||
}
|
||||
|
||||
static ImGuiKey KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) {
|
||||
// Keypad doesn't have individual key values in SDL3
|
||||
switch (scancode) {
|
||||
case SDL_SCANCODE_KP_0:
|
||||
return ImGuiKey_Keypad0;
|
||||
case SDL_SCANCODE_KP_1:
|
||||
return ImGuiKey_Keypad1;
|
||||
case SDL_SCANCODE_KP_2:
|
||||
return ImGuiKey_Keypad2;
|
||||
case SDL_SCANCODE_KP_3:
|
||||
return ImGuiKey_Keypad3;
|
||||
case SDL_SCANCODE_KP_4:
|
||||
return ImGuiKey_Keypad4;
|
||||
case SDL_SCANCODE_KP_5:
|
||||
return ImGuiKey_Keypad5;
|
||||
case SDL_SCANCODE_KP_6:
|
||||
return ImGuiKey_Keypad6;
|
||||
case SDL_SCANCODE_KP_7:
|
||||
return ImGuiKey_Keypad7;
|
||||
case SDL_SCANCODE_KP_8:
|
||||
return ImGuiKey_Keypad8;
|
||||
case SDL_SCANCODE_KP_9:
|
||||
return ImGuiKey_Keypad9;
|
||||
case SDL_SCANCODE_KP_PERIOD:
|
||||
return ImGuiKey_KeypadDecimal;
|
||||
case SDL_SCANCODE_KP_DIVIDE:
|
||||
return ImGuiKey_KeypadDivide;
|
||||
case SDL_SCANCODE_KP_MULTIPLY:
|
||||
return ImGuiKey_KeypadMultiply;
|
||||
case SDL_SCANCODE_KP_MINUS:
|
||||
return ImGuiKey_KeypadSubtract;
|
||||
case SDL_SCANCODE_KP_PLUS:
|
||||
return ImGuiKey_KeypadAdd;
|
||||
case SDL_SCANCODE_KP_ENTER:
|
||||
return ImGuiKey_KeypadEnter;
|
||||
case SDL_SCANCODE_KP_EQUALS:
|
||||
return ImGuiKey_KeypadEqual;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
switch (keycode) {
|
||||
case SDLK_TAB:
|
||||
return ImGuiKey_Tab;
|
||||
case SDLK_LEFT:
|
||||
return ImGuiKey_LeftArrow;
|
||||
case SDLK_RIGHT:
|
||||
return ImGuiKey_RightArrow;
|
||||
case SDLK_UP:
|
||||
return ImGuiKey_UpArrow;
|
||||
case SDLK_DOWN:
|
||||
return ImGuiKey_DownArrow;
|
||||
case SDLK_PAGEUP:
|
||||
return ImGuiKey_PageUp;
|
||||
case SDLK_PAGEDOWN:
|
||||
return ImGuiKey_PageDown;
|
||||
case SDLK_HOME:
|
||||
return ImGuiKey_Home;
|
||||
case SDLK_END:
|
||||
return ImGuiKey_End;
|
||||
case SDLK_INSERT:
|
||||
return ImGuiKey_Insert;
|
||||
case SDLK_DELETE:
|
||||
return ImGuiKey_Delete;
|
||||
case SDLK_BACKSPACE:
|
||||
return ImGuiKey_Backspace;
|
||||
case SDLK_SPACE:
|
||||
return ImGuiKey_Space;
|
||||
case SDLK_RETURN:
|
||||
return ImGuiKey_Enter;
|
||||
case SDLK_ESCAPE:
|
||||
return ImGuiKey_Escape;
|
||||
case SDLK_APOSTROPHE:
|
||||
return ImGuiKey_Apostrophe;
|
||||
case SDLK_COMMA:
|
||||
return ImGuiKey_Comma;
|
||||
case SDLK_MINUS:
|
||||
return ImGuiKey_Minus;
|
||||
case SDLK_PERIOD:
|
||||
return ImGuiKey_Period;
|
||||
case SDLK_SLASH:
|
||||
return ImGuiKey_Slash;
|
||||
case SDLK_SEMICOLON:
|
||||
return ImGuiKey_Semicolon;
|
||||
case SDLK_EQUALS:
|
||||
return ImGuiKey_Equal;
|
||||
case SDLK_LEFTBRACKET:
|
||||
return ImGuiKey_LeftBracket;
|
||||
case SDLK_BACKSLASH:
|
||||
return ImGuiKey_Backslash;
|
||||
case SDLK_RIGHTBRACKET:
|
||||
return ImGuiKey_RightBracket;
|
||||
case SDLK_GRAVE:
|
||||
return ImGuiKey_GraveAccent;
|
||||
case SDLK_CAPSLOCK:
|
||||
return ImGuiKey_CapsLock;
|
||||
case SDLK_SCROLLLOCK:
|
||||
return ImGuiKey_ScrollLock;
|
||||
case SDLK_NUMLOCKCLEAR:
|
||||
return ImGuiKey_NumLock;
|
||||
case SDLK_PRINTSCREEN:
|
||||
return ImGuiKey_PrintScreen;
|
||||
case SDLK_PAUSE:
|
||||
return ImGuiKey_Pause;
|
||||
case SDLK_LCTRL:
|
||||
return ImGuiKey_LeftCtrl;
|
||||
case SDLK_LSHIFT:
|
||||
return ImGuiKey_LeftShift;
|
||||
case SDLK_LALT:
|
||||
return ImGuiKey_LeftAlt;
|
||||
case SDLK_LGUI:
|
||||
return ImGuiKey_LeftSuper;
|
||||
case SDLK_RCTRL:
|
||||
return ImGuiKey_RightCtrl;
|
||||
case SDLK_RSHIFT:
|
||||
return ImGuiKey_RightShift;
|
||||
case SDLK_RALT:
|
||||
return ImGuiKey_RightAlt;
|
||||
case SDLK_RGUI:
|
||||
return ImGuiKey_RightSuper;
|
||||
case SDLK_APPLICATION:
|
||||
return ImGuiKey_Menu;
|
||||
case SDLK_0:
|
||||
return ImGuiKey_0;
|
||||
case SDLK_1:
|
||||
return ImGuiKey_1;
|
||||
case SDLK_2:
|
||||
return ImGuiKey_2;
|
||||
case SDLK_3:
|
||||
return ImGuiKey_3;
|
||||
case SDLK_4:
|
||||
return ImGuiKey_4;
|
||||
case SDLK_5:
|
||||
return ImGuiKey_5;
|
||||
case SDLK_6:
|
||||
return ImGuiKey_6;
|
||||
case SDLK_7:
|
||||
return ImGuiKey_7;
|
||||
case SDLK_8:
|
||||
return ImGuiKey_8;
|
||||
case SDLK_9:
|
||||
return ImGuiKey_9;
|
||||
case SDLK_A:
|
||||
return ImGuiKey_A;
|
||||
case SDLK_B:
|
||||
return ImGuiKey_B;
|
||||
case SDLK_C:
|
||||
return ImGuiKey_C;
|
||||
case SDLK_D:
|
||||
return ImGuiKey_D;
|
||||
case SDLK_E:
|
||||
return ImGuiKey_E;
|
||||
case SDLK_F:
|
||||
return ImGuiKey_F;
|
||||
case SDLK_G:
|
||||
return ImGuiKey_G;
|
||||
case SDLK_H:
|
||||
return ImGuiKey_H;
|
||||
case SDLK_I:
|
||||
return ImGuiKey_I;
|
||||
case SDLK_J:
|
||||
return ImGuiKey_J;
|
||||
case SDLK_K:
|
||||
return ImGuiKey_K;
|
||||
case SDLK_L:
|
||||
return ImGuiKey_L;
|
||||
case SDLK_M:
|
||||
return ImGuiKey_M;
|
||||
case SDLK_N:
|
||||
return ImGuiKey_N;
|
||||
case SDLK_O:
|
||||
return ImGuiKey_O;
|
||||
case SDLK_P:
|
||||
return ImGuiKey_P;
|
||||
case SDLK_Q:
|
||||
return ImGuiKey_Q;
|
||||
case SDLK_R:
|
||||
return ImGuiKey_R;
|
||||
case SDLK_S:
|
||||
return ImGuiKey_S;
|
||||
case SDLK_T:
|
||||
return ImGuiKey_T;
|
||||
case SDLK_U:
|
||||
return ImGuiKey_U;
|
||||
case SDLK_V:
|
||||
return ImGuiKey_V;
|
||||
case SDLK_W:
|
||||
return ImGuiKey_W;
|
||||
case SDLK_X:
|
||||
return ImGuiKey_X;
|
||||
case SDLK_Y:
|
||||
return ImGuiKey_Y;
|
||||
case SDLK_Z:
|
||||
return ImGuiKey_Z;
|
||||
case SDLK_F1:
|
||||
return ImGuiKey_F1;
|
||||
case SDLK_F2:
|
||||
return ImGuiKey_F2;
|
||||
case SDLK_F3:
|
||||
return ImGuiKey_F3;
|
||||
case SDLK_F4:
|
||||
return ImGuiKey_F4;
|
||||
case SDLK_F5:
|
||||
return ImGuiKey_F5;
|
||||
case SDLK_F6:
|
||||
return ImGuiKey_F6;
|
||||
case SDLK_F7:
|
||||
return ImGuiKey_F7;
|
||||
case SDLK_F8:
|
||||
return ImGuiKey_F8;
|
||||
case SDLK_F9:
|
||||
return ImGuiKey_F9;
|
||||
case SDLK_F10:
|
||||
return ImGuiKey_F10;
|
||||
case SDLK_F11:
|
||||
return ImGuiKey_F11;
|
||||
case SDLK_F12:
|
||||
return ImGuiKey_F12;
|
||||
case SDLK_F13:
|
||||
return ImGuiKey_F13;
|
||||
case SDLK_F14:
|
||||
return ImGuiKey_F14;
|
||||
case SDLK_F15:
|
||||
return ImGuiKey_F15;
|
||||
case SDLK_F16:
|
||||
return ImGuiKey_F16;
|
||||
case SDLK_F17:
|
||||
return ImGuiKey_F17;
|
||||
case SDLK_F18:
|
||||
return ImGuiKey_F18;
|
||||
case SDLK_F19:
|
||||
return ImGuiKey_F19;
|
||||
case SDLK_F20:
|
||||
return ImGuiKey_F20;
|
||||
case SDLK_F21:
|
||||
return ImGuiKey_F21;
|
||||
case SDLK_F22:
|
||||
return ImGuiKey_F22;
|
||||
case SDLK_F23:
|
||||
return ImGuiKey_F23;
|
||||
case SDLK_F24:
|
||||
return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK:
|
||||
return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD:
|
||||
return ImGuiKey_AppForward;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
|
||||
static void UpdateKeyModifiers(SDL_Keymod sdl_key_mods) {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
|
||||
}
|
||||
|
||||
static ImGuiViewport* GetViewportForWindowId(SDL_WindowID window_id) {
|
||||
SdlData* bd = GetBackendData();
|
||||
return (window_id == bd->window_id) ? ImGui::GetMainViewport() : nullptr;
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to
|
||||
// use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or
|
||||
// clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main
|
||||
// application, or clear/overwrite your copy of the keyboard data. Generally you may always pass all
|
||||
// inputs to dear imgui, and hide them from your application based on those two flags. If you have
|
||||
// multiple SDL events and some of them are not meant to be used by dear imgui, you may need to
|
||||
// filter events based on their windowID field.
|
||||
bool ProcessEvent(const SDL_Event* event) {
|
||||
SdlData* bd = GetBackendData();
|
||||
IM_ASSERT(bd != nullptr &&
|
||||
"Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
switch (event->type) {
|
||||
case SDL_EVENT_MOUSE_MOTION: {
|
||||
if (GetViewportForWindowId(event->motion.windowID) == NULL)
|
||||
return false;
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID
|
||||
? ImGuiMouseSource_TouchScreen
|
||||
: ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_MOUSE_WHEEL: {
|
||||
if (GetViewportForWindowId(event->wheel.windowID) == NULL)
|
||||
return false;
|
||||
// IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x,
|
||||
// (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
||||
float wheel_x = -event->wheel.x;
|
||||
float wheel_y = event->wheel.y;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wheel_x /= 100.0f;
|
||||
#endif
|
||||
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID
|
||||
? ImGuiMouseSource_TouchScreen
|
||||
: ImGuiMouseSource_Mouse);
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_MOUSE_BUTTON_DOWN:
|
||||
case SDL_EVENT_MOUSE_BUTTON_UP: {
|
||||
if (GetViewportForWindowId(event->button.windowID) == NULL)
|
||||
return false;
|
||||
int mouse_button = -1;
|
||||
if (event->button.button == SDL_BUTTON_LEFT) {
|
||||
mouse_button = 0;
|
||||
}
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) {
|
||||
mouse_button = 1;
|
||||
}
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) {
|
||||
mouse_button = 2;
|
||||
}
|
||||
if (event->button.button == SDL_BUTTON_X1) {
|
||||
mouse_button = 3;
|
||||
}
|
||||
if (event->button.button == SDL_BUTTON_X2) {
|
||||
mouse_button = 4;
|
||||
}
|
||||
if (mouse_button == -1)
|
||||
break;
|
||||
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID
|
||||
? ImGuiMouseSource_TouchScreen
|
||||
: ImGuiMouseSource_Mouse);
|
||||
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
|
||||
bd->mouse_buttons_down = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN)
|
||||
? (bd->mouse_buttons_down | (1 << mouse_button))
|
||||
: (bd->mouse_buttons_down & ~(1 << mouse_button));
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_TEXT_INPUT: {
|
||||
if (GetViewportForWindowId(event->text.windowID) == NULL)
|
||||
return false;
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
case SDL_EVENT_KEY_UP: {
|
||||
if (GetViewportForWindowId(event->key.windowID) == NULL)
|
||||
return false;
|
||||
// IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type ==
|
||||
// SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode,
|
||||
// event->key.mod);
|
||||
UpdateKeyModifiers((SDL_Keymod)event->key.mod);
|
||||
ImGuiKey key = KeyEventToImGuiKey(event->key.key, event->key.scancode);
|
||||
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
|
||||
io.SetKeyEventNativeData(
|
||||
key, event->key.key, event->key.scancode,
|
||||
event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend
|
||||
// uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_MOUSE_ENTER: {
|
||||
if (GetViewportForWindowId(event->window.windowID) == NULL)
|
||||
return false;
|
||||
bd->mouse_window_id = event->window.windowID;
|
||||
bd->mouse_pending_leave_frame = 0;
|
||||
return true;
|
||||
}
|
||||
// - In some cases, when detaching a window from main viewport SDL may send
|
||||
// SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse
|
||||
// position. This is why we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See
|
||||
// issue #5012 for details.
|
||||
// FIXME: Unconfirmed whether this is still needed with SDL3.
|
||||
case SDL_EVENT_WINDOW_MOUSE_LEAVE: {
|
||||
if (GetViewportForWindowId(event->window.windowID) == NULL)
|
||||
return false;
|
||||
bd->mouse_pending_leave_frame = ImGui::GetFrameCount() + 1;
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
||||
case SDL_EVENT_WINDOW_FOCUS_LOST: {
|
||||
if (GetViewportForWindowId(event->window.windowID) == NULL)
|
||||
return false;
|
||||
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
case SDL_EVENT_GAMEPAD_REMOVED: {
|
||||
bd->want_update_gamepads_list = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static void SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) {
|
||||
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
|
||||
viewport->PlatformHandleRaw = nullptr;
|
||||
#if defined(_WIN32) && !defined(__WINRT__)
|
||||
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(
|
||||
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
viewport->PlatformHandleRaw = SDL_GetPointerProperty(
|
||||
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool Init(SDL_Window* window) {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
SdlData* bd = IM_NEW(SdlData)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl3_shadps4";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests
|
||||
// (optional, rarely used)
|
||||
|
||||
bd->window = window;
|
||||
bd->window_id = SDL_GetWindowID(window);
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = SetClipboardText;
|
||||
platform_io.Platform_GetClipboardTextFn = GetClipboardText;
|
||||
platform_io.Platform_SetImeDataFn = PlatformSetImeData;
|
||||
|
||||
// Gamepad handling
|
||||
bd->gamepad_mode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
||||
bd->want_update_gamepads_list = true;
|
||||
|
||||
// Load mouse cursors
|
||||
#define CURSOR(left, right) \
|
||||
bd->mouse_cursors[ImGuiMouseCursor_##left] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_##right)
|
||||
CURSOR(Arrow, DEFAULT);
|
||||
CURSOR(TextInput, TEXT);
|
||||
CURSOR(ResizeAll, MOVE);
|
||||
CURSOR(ResizeNS, NS_RESIZE);
|
||||
CURSOR(ResizeEW, EW_RESIZE);
|
||||
CURSOR(ResizeNESW, NESW_RESIZE);
|
||||
CURSOR(ResizeNWSE, NWSE_RESIZE);
|
||||
CURSOR(Hand, POINTER);
|
||||
CURSOR(NotAllowed, NOT_ALLOWED);
|
||||
#undef CURSOR
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
SetupPlatformHandles(main_viewport, window);
|
||||
|
||||
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't
|
||||
// emit the event. Without this, when clicking to gain focus, our widgets wouldn't activate even
|
||||
// though they showed as hovered. (This is unfortunately a global SDL setting, so enabling it
|
||||
// might have a side-effect on your application. It is unlikely to make a difference, but if
|
||||
// your app absolutely needs to ignore the initial on-focus click: you can ignore
|
||||
// SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows
|
||||
// (see #5710)
|
||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void CloseGamepads();
|
||||
|
||||
void Shutdown() {
|
||||
SdlData* bd = GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->clipboard_text_data) {
|
||||
SDL_free((void*)bd->clipboard_text_data);
|
||||
}
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_DestroyCursor(bd->mouse_cursors[cursor_n]);
|
||||
CloseGamepads();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos |
|
||||
ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void UpdateMouseData() {
|
||||
SdlData* bd = GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused
|
||||
// (below)
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries
|
||||
// shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse((bd->mouse_buttons_down != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->window == focused_window);
|
||||
|
||||
if (is_app_focused) {
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when
|
||||
// ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->window, io.MousePos.x, io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION
|
||||
// already provides this when hovered or captured)
|
||||
if (bd->mouse_buttons_down == 0) {
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is
|
||||
// (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
float mouse_x_global, mouse_y_global;
|
||||
int window_x, window_y;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||
io.AddMousePosEvent(mouse_x_global - (float)window_x, mouse_y_global - (float)window_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void UpdateMouseCursor() {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
SdlData* bd = GetBackendData();
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) {
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
SDL_HideCursor();
|
||||
} else {
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor* expected_cursor = bd->mouse_cursors[imgui_cursor]
|
||||
? bd->mouse_cursors[imgui_cursor]
|
||||
: bd->mouse_cursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->mouse_last_cursor != expected_cursor) {
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->mouse_last_cursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor();
|
||||
}
|
||||
}
|
||||
|
||||
static void CloseGamepads() {
|
||||
SdlData* bd = GetBackendData();
|
||||
if (bd->gamepad_mode != ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
for (SDL_Gamepad* gamepad : bd->gamepads)
|
||||
SDL_CloseGamepad(gamepad);
|
||||
bd->gamepads.resize(0);
|
||||
}
|
||||
|
||||
void SetGamepadMode(GamepadMode mode, SDL_Gamepad** manual_gamepads_array,
|
||||
int manual_gamepads_count) {
|
||||
SdlData* bd = GetBackendData();
|
||||
CloseGamepads();
|
||||
if (mode == ImGui_ImplSDL3_GamepadMode_Manual) {
|
||||
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
||||
for (int n = 0; n < manual_gamepads_count; n++)
|
||||
bd->gamepads.push_back(manual_gamepads_array[n]);
|
||||
} else {
|
||||
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
||||
bd->want_update_gamepads_list = true;
|
||||
}
|
||||
bd->gamepad_mode = mode;
|
||||
}
|
||||
|
||||
static void UpdateGamepadButton(SdlData* bd, ImGuiIO& io, ImGuiKey key,
|
||||
SDL_GamepadButton button_no) {
|
||||
bool merged_value = false;
|
||||
for (SDL_Gamepad* gamepad : bd->gamepads)
|
||||
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
|
||||
io.AddKeyEvent(key, merged_value);
|
||||
}
|
||||
|
||||
static inline float Saturate(float v) {
|
||||
return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v;
|
||||
}
|
||||
static void UpdateGamepadAnalog(SdlData* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no,
|
||||
float v0, float v1) {
|
||||
float merged_value = 0.0f;
|
||||
for (SDL_Gamepad* gamepad : bd->gamepads) {
|
||||
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||||
if (merged_value < vn)
|
||||
merged_value = vn;
|
||||
}
|
||||
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static void UpdateGamepads() {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
SdlData* bd = GetBackendData();
|
||||
|
||||
// Update list of gamepads to use
|
||||
if (bd->want_update_gamepads_list && bd->gamepad_mode != ImGui_ImplSDL3_GamepadMode_Manual) {
|
||||
CloseGamepads();
|
||||
int sdl_gamepads_count = 0;
|
||||
const SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
|
||||
for (int n = 0; n < sdl_gamepads_count; n++)
|
||||
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n])) {
|
||||
bd->gamepads.push_back(gamepad);
|
||||
if (bd->gamepad_mode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
bd->want_update_gamepads_list = false;
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (bd->gamepads.Size == 0)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,
|
||||
SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight,
|
||||
SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp,
|
||||
SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown,
|
||||
SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
||||
UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX,
|
||||
-thumb_dead_zone, -32768);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX,
|
||||
+thumb_dead_zone, +32767);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone,
|
||||
-32768);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY,
|
||||
+thumb_dead_zone, +32767);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX,
|
||||
-thumb_dead_zone, -32768);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX,
|
||||
+thumb_dead_zone, +32767);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone,
|
||||
-32768);
|
||||
UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY,
|
||||
+thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
void NewFrame() {
|
||||
SdlData* bd = GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens
|
||||
// in VMs and Emscripten, see #6189, #6114, #3644)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
if (current_time <= bd->time)
|
||||
current_time = bd->time + 1;
|
||||
io.DeltaTime = bd->time > 0 ? (float)((double)(current_time - bd->time) / (double)frequency)
|
||||
: (float)(1.0f / 60.0f);
|
||||
bd->time = current_time;
|
||||
|
||||
if (bd->mouse_pending_leave_frame && bd->mouse_pending_leave_frame >= ImGui::GetFrameCount() &&
|
||||
bd->mouse_buttons_down == 0) {
|
||||
bd->mouse_window_id = 0;
|
||||
bd->mouse_pending_leave_frame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
UpdateMouseData();
|
||||
UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
UpdateGamepads();
|
||||
}
|
||||
|
||||
void OnResize() {
|
||||
SdlData* bd = GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->window) & SDL_WINDOW_MINIMIZED) {
|
||||
w = h = 0;
|
||||
}
|
||||
SDL_GetWindowSizeInPixels(bd->window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0) {
|
||||
io.DisplayFramebufferScale = {(float)display_w / (float)w, (float)display_h / (float)h};
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace ImGui::Sdl
|
31
src/imgui/renderer/imgui_impl_sdl3.h
Normal file
31
src/imgui/renderer/imgui_impl_sdl3.h
Normal file
|
@ -0,0 +1,31 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
// Based on imgui_impl_sdl3.h from Dear ImGui repository
|
||||
|
||||
#pragma once
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct SDL_Gamepad;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
namespace ImGui::Sdl {
|
||||
|
||||
bool Init(SDL_Window* window);
|
||||
void Shutdown();
|
||||
void NewFrame();
|
||||
bool ProcessEvent(const SDL_Event* event);
|
||||
void OnResize();
|
||||
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad.
|
||||
// You may override this. When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum GamepadMode {
|
||||
ImGui_ImplSDL3_GamepadMode_AutoFirst,
|
||||
ImGui_ImplSDL3_GamepadMode_AutoAll,
|
||||
ImGui_ImplSDL3_GamepadMode_Manual
|
||||
};
|
||||
void SetGamepadMode(GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL,
|
||||
int manual_gamepads_count = -1);
|
||||
|
||||
}; // namespace ImGui::Sdl
|
1107
src/imgui/renderer/imgui_impl_vulkan.cpp
Normal file
1107
src/imgui/renderer/imgui_impl_vulkan.cpp
Normal file
File diff suppressed because it is too large
Load diff
43
src/imgui/renderer/imgui_impl_vulkan.h
Normal file
43
src/imgui/renderer/imgui_impl_vulkan.h
Normal file
|
@ -0,0 +1,43 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
// Based on imgui_impl_vulkan.h from Dear ImGui repository
|
||||
|
||||
#pragma once
|
||||
|
||||
#define VULKAN_HPP_NO_EXCEPTIONS
|
||||
#include "video_core/renderer_vulkan/vk_common.h"
|
||||
|
||||
struct ImDrawData;
|
||||
|
||||
namespace ImGui::Vulkan {
|
||||
|
||||
struct InitInfo {
|
||||
vk::Instance instance;
|
||||
vk::PhysicalDevice physical_device;
|
||||
vk::Device device;
|
||||
uint32_t queue_family;
|
||||
vk::Queue queue;
|
||||
uint32_t image_count; // >= 2
|
||||
vk::DeviceSize min_allocation_size; // Minimum allocation size
|
||||
vk::PipelineCache pipeline_cache;
|
||||
uint32_t subpass;
|
||||
vk::PipelineRenderingCreateInfoKHR pipeline_rendering_create_info;
|
||||
|
||||
// (Optional) Allocation, Logging
|
||||
const vk::AllocationCallbacks* allocator{};
|
||||
void (*check_vk_result_fn)(vk::Result err);
|
||||
};
|
||||
|
||||
vk::DescriptorSet AddTexture(vk::Sampler sampler, vk::ImageView image_view,
|
||||
vk::ImageLayout image_layout);
|
||||
|
||||
void RemoveTexture(vk::DescriptorSet descriptor_set);
|
||||
|
||||
bool Init(InitInfo info);
|
||||
void Shutdown();
|
||||
void NewFrame();
|
||||
void RenderDrawData(ImDrawData& draw_data, vk::CommandBuffer command_buffer,
|
||||
vk::Pipeline pipeline = VK_NULL_HANDLE);
|
||||
|
||||
} // namespace ImGui::Vulkan
|
|
@ -9,6 +9,7 @@
|
|||
#include "common/config.h"
|
||||
#include "common/version.h"
|
||||
#include "core/libraries/pad/pad.h"
|
||||
#include "imgui/renderer/imgui_core.h"
|
||||
#include "input/controller.h"
|
||||
#include "sdl_window.h"
|
||||
#include "video_core/renderdoc.h"
|
||||
|
@ -80,6 +81,10 @@ void WindowSDL::waitEvent() {
|
|||
return;
|
||||
}
|
||||
|
||||
if (ImGui::Core::ProcessEvent(&event)) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (event.type) {
|
||||
case SDL_EVENT_WINDOW_RESIZED:
|
||||
case SDL_EVENT_WINDOW_MAXIMIZED:
|
||||
|
@ -115,6 +120,7 @@ void WindowSDL::waitEvent() {
|
|||
|
||||
void WindowSDL::onResize() {
|
||||
SDL_GetWindowSizeInPixels(window, &width, &height);
|
||||
ImGui::Core::OnResize();
|
||||
}
|
||||
|
||||
void WindowSDL::onKeyPress(const SDL_Event* event) {
|
||||
|
|
|
@ -58,6 +58,10 @@ public:
|
|||
return is_open;
|
||||
}
|
||||
|
||||
[[nodiscard]] SDL_Window* GetSdlWindow() const {
|
||||
return window;
|
||||
}
|
||||
|
||||
WindowSystemInfo getWindowInfo() const {
|
||||
return window_info;
|
||||
}
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include "common/singleton.h"
|
||||
#include "core/file_format/splash.h"
|
||||
#include "core/libraries/system/systemservice.h"
|
||||
#include "imgui/renderer/imgui_core.h"
|
||||
#include "sdl_window.h"
|
||||
#include "video_core/renderer_vulkan/renderer_vulkan.h"
|
||||
#include "video_core/renderer_vulkan/vk_rasterizer.h"
|
||||
|
@ -73,7 +74,7 @@ RendererVulkan::RendererVulkan(Frontend::WindowSDL& window_, AmdGpu::Liverpool*
|
|||
draw_scheduler{instance}, present_scheduler{instance}, flip_scheduler{instance},
|
||||
swapchain{instance, window},
|
||||
rasterizer{std::make_unique<Rasterizer>(instance, draw_scheduler, liverpool)},
|
||||
texture_cache{rasterizer->GetTextureCache()} {
|
||||
texture_cache{rasterizer->GetTextureCache()}, video_info_ui{this} {
|
||||
const u32 num_images = swapchain.GetImageCount();
|
||||
const vk::Device device = instance.GetDevice();
|
||||
|
||||
|
@ -84,9 +85,14 @@ RendererVulkan::RendererVulkan(Frontend::WindowSDL& window_, AmdGpu::Liverpool*
|
|||
frame.present_done = device.createFence({.flags = vk::FenceCreateFlagBits::eSignaled});
|
||||
free_queue.push(&frame);
|
||||
}
|
||||
|
||||
// Setup ImGui
|
||||
ImGui::Core::Initialize(instance, window, num_images, swapchain.GetSurfaceFormat().format);
|
||||
ImGui::Layer::AddLayer(&video_info_ui);
|
||||
}
|
||||
|
||||
RendererVulkan::~RendererVulkan() {
|
||||
ImGui::Layer::RemoveLayer(&video_info_ui);
|
||||
draw_scheduler.Finish();
|
||||
const vk::Device device = instance.GetDevice();
|
||||
for (auto& frame : present_frames) {
|
||||
|
@ -94,6 +100,7 @@ RendererVulkan::~RendererVulkan() {
|
|||
device.destroyImageView(frame.image_view);
|
||||
device.destroyFence(frame.present_done);
|
||||
}
|
||||
ImGui::Core::Shutdown(device);
|
||||
}
|
||||
|
||||
void RendererVulkan::RecreateFrame(Frame* frame, u32 width, u32 height) {
|
||||
|
@ -254,6 +261,8 @@ Frame* RendererVulkan::PrepareFrameInternal(VideoCore::Image& image, bool is_eop
|
|||
}
|
||||
|
||||
void RendererVulkan::Present(Frame* frame) {
|
||||
ImGui::Core::NewFrame();
|
||||
|
||||
swapchain.AcquireNextImage();
|
||||
|
||||
const vk::Image swapchain_image = swapchain.Image();
|
||||
|
@ -286,7 +295,7 @@ void RendererVulkan::Present(Frame* frame) {
|
|||
vk::ImageMemoryBarrier{
|
||||
.srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite,
|
||||
.dstAccessMask = vk::AccessFlagBits::eTransferRead,
|
||||
.oldLayout = vk::ImageLayout::eGeneral,
|
||||
.oldLayout = vk::ImageLayout::eUndefined,
|
||||
.newLayout = vk::ImageLayout::eTransferSrcOptimal,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
|
@ -317,6 +326,8 @@ void RendererVulkan::Present(Frame* frame) {
|
|||
},
|
||||
};
|
||||
|
||||
ImGui::Core::Render(cmdbuf, frame);
|
||||
|
||||
cmdbuf.pipelineBarrier(vk::PipelineStageFlagBits::eColorAttachmentOutput,
|
||||
vk::PipelineStageFlagBits::eTransfer,
|
||||
vk::DependencyFlagBits::eByRegion, {}, {}, pre_barriers);
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
#pragma once
|
||||
|
||||
#include <condition_variable>
|
||||
|
||||
#include "imgui/layer/video_info.h"
|
||||
#include "video_core/amdgpu/liverpool.h"
|
||||
#include "video_core/renderer_vulkan/vk_instance.h"
|
||||
#include "video_core/renderer_vulkan/vk_scheduler.h"
|
||||
|
@ -103,6 +105,8 @@ private:
|
|||
std::condition_variable_any frame_cv;
|
||||
std::optional<VideoCore::Image> splash_img;
|
||||
std::vector<VAddr> vo_buffers_addr;
|
||||
|
||||
ImGui::Layers::VideoInfo video_info_ui;
|
||||
};
|
||||
|
||||
} // namespace Vulkan
|
||||
|
|
Loading…
Reference in a new issue