mirror of
https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-06 10:00:27 +02:00
- Introduced a new GX thread to handle the rendering pipeline, allowing the game thread to post commands without blocking. - Added `gx_thread.h` and `gx_thread.cpp` to manage the command ring buffer and thread synchronization. - Updated `vi.cpp` to utilize the GX thread for rendering tasks, improving frame pacing and responsiveness. - Modified `main.cpp` to configure and start the GX thread, ensuring it integrates with the existing rendering workflow. - Enhanced `openxr_integration.cpp` to register the GX thread with OpenXR for better performance in VR scenarios. - Refactored `settings_overlay.cpp` to remove unnecessary waits for the frame worker, as the overlay now draws directly into the game thread's ImGui frame. - Improved error handling and logging in the GX thread to capture exceptions during command execution.
359 lines
11 KiB
C++
359 lines
11 KiB
C++
#include "imgui.hpp"
|
|
|
|
#include <cstddef>
|
|
#include <cmath>
|
|
#include <filesystem>
|
|
#include <mutex>
|
|
#include <string>
|
|
#include <vector>
|
|
|
|
#include <webgpu/webgpu_cpp.h>
|
|
#include <SDL3/SDL_events.h>
|
|
#include <SDL3/SDL_render.h>
|
|
|
|
#include "fs_helper.hpp"
|
|
#include "internal.hpp"
|
|
#include "webgpu/gpu.hpp"
|
|
#include "window.hpp"
|
|
|
|
#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
|
#include "backends/imgui_impl_sdl3.h"
|
|
#include "backends/imgui_impl_sdlrenderer3.h"
|
|
#include "backends/imgui_impl_wgpu.h"
|
|
#include "tracy/Tracy.hpp"
|
|
|
|
namespace aurora::imgui {
|
|
static float g_scale;
|
|
static std::string g_imguiLog{};
|
|
static bool g_useSdlRenderer = false;
|
|
// Set once ImGui::Render() has produced this frame's draw data. Interpolation encodes up to four
|
|
// ImGui passes per frame, and every one of them used to rebuild the draw lists from scratch.
|
|
static bool g_frameDataBuilt = true;
|
|
// Host-owned frames (see imgui.hpp). Once the host begins one, aurora never calls new_frame() or
|
|
// ImGui::Render() itself; the sealed frame carries the host's copy of the draw data instead.
|
|
static bool g_hostFrames = false;
|
|
static bool g_hostFrameOpen = false;
|
|
|
|
static std::vector<SDL_Texture*> g_sdlTextures;
|
|
static std::vector<wgpu::Texture> g_wgpuTextures;
|
|
|
|
// Set by the producer, latched by the seal.
|
|
static std::mutex g_stereoOverlayMutex;
|
|
static StereoOverlay g_stereoOverlay;
|
|
|
|
void remove_legacy_ini_file(const char* basePath) noexcept {
|
|
if (basePath == nullptr || *basePath == '\0') {
|
|
return;
|
|
}
|
|
|
|
std::error_code ec;
|
|
std::filesystem::remove(fs_path_from_string(basePath) / "imgui.ini", ec);
|
|
}
|
|
|
|
void create_context() noexcept {
|
|
IMGUI_CHECKVERSION();
|
|
ImGui::CreateContext();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
|
|
remove_legacy_ini_file(g_config.userPath);
|
|
remove_legacy_ini_file(g_config.cachePath);
|
|
g_imguiLog = std::string{g_config.cachePath} + "/imgui.log";
|
|
io.IniFilename = nullptr;
|
|
io.LogFilename = g_imguiLog.c_str();
|
|
ImGui::LoadIniSettingsFromMemory("", 0);
|
|
io.WantSaveIniSettings = false;
|
|
}
|
|
|
|
void initialize() noexcept {
|
|
ZoneScoped;
|
|
SDL_Renderer* renderer = window::get_sdl_renderer();
|
|
ImGui_ImplSDL3_InitForSDLRenderer(window::get_sdl_window(), renderer);
|
|
g_useSdlRenderer = renderer != nullptr;
|
|
if (g_useSdlRenderer) {
|
|
ImGui_ImplSDLRenderer3_Init(renderer);
|
|
} else {
|
|
ImGui_ImplWGPU_InitInfo info;
|
|
info.Device = webgpu::g_device.Get();
|
|
info.RenderTargetFormat = static_cast<WGPUTextureFormat>(webgpu::g_graphicsConfig.surfaceConfiguration.format);
|
|
// Interpolation records up to four ImGui passes in one command buffer, so keep three logical
|
|
// frames of renderer resources to stop them overwriting each other's vertex/index buffers.
|
|
info.NumFramesInFlight = 12;
|
|
ImGui_ImplWGPU_Init(&info);
|
|
}
|
|
}
|
|
|
|
void shutdown() noexcept {
|
|
ZoneScoped;
|
|
if (g_useSdlRenderer) {
|
|
ImGui_ImplSDLRenderer3_Shutdown();
|
|
} else {
|
|
ImGui_ImplWGPU_Shutdown();
|
|
}
|
|
ImGui_ImplSDL3_Shutdown();
|
|
ImGui::DestroyContext();
|
|
for (const auto& texture : g_sdlTextures) {
|
|
SDL_DestroyTexture(texture);
|
|
}
|
|
g_sdlTextures.clear();
|
|
g_wgpuTextures.clear();
|
|
}
|
|
|
|
void process_event(const SDL_Event& event) noexcept {
|
|
auto renderEvent = event;
|
|
if (g_useSdlRenderer) {
|
|
if (SDL_Renderer* renderer = window::get_sdl_renderer()) {
|
|
SDL_ConvertEventToRenderCoordinates(renderer, &renderEvent);
|
|
}
|
|
}
|
|
ImGui_ImplSDL3_ProcessEvent(&renderEvent);
|
|
}
|
|
|
|
bool wants_capture_event(const SDL_Event& event) noexcept {
|
|
if (ImGui::GetCurrentContext() == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
const ImGuiIO& io = ImGui::GetIO();
|
|
switch (event.type) {
|
|
case SDL_EVENT_MOUSE_MOTION:
|
|
case SDL_EVENT_MOUSE_BUTTON_DOWN:
|
|
case SDL_EVENT_MOUSE_BUTTON_UP:
|
|
case SDL_EVENT_MOUSE_WHEEL:
|
|
case SDL_EVENT_FINGER_DOWN:
|
|
case SDL_EVENT_FINGER_MOTION:
|
|
case SDL_EVENT_FINGER_UP:
|
|
case SDL_EVENT_FINGER_CANCELED:
|
|
return io.WantCaptureMouse;
|
|
case SDL_EVENT_KEY_DOWN:
|
|
case SDL_EVENT_KEY_UP:
|
|
case SDL_EVENT_TEXT_INPUT:
|
|
return io.WantCaptureKeyboard || io.WantTextInput;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void new_frame(const AuroraWindowSize& size) noexcept {
|
|
ZoneScoped;
|
|
ImVec2 framebufferScale{
|
|
size.width > 0 ? static_cast<float>(size.native_fb_width) / static_cast<float>(size.width) : 1.0f,
|
|
size.height > 0 ? static_cast<float>(size.native_fb_height) / static_cast<float>(size.height) : 1.0f,
|
|
};
|
|
ImVec2 displaySize{static_cast<float>(size.width), static_cast<float>(size.height)};
|
|
|
|
if (g_useSdlRenderer) {
|
|
if (SDL_Renderer* renderer = window::get_sdl_renderer()) {
|
|
float renderScaleX = 1.0f;
|
|
float renderScaleY = 1.0f;
|
|
SDL_GetRenderScale(renderer, &renderScaleX, &renderScaleY);
|
|
if (renderScaleX > 0.0f && renderScaleY > 0.0f &&
|
|
(std::fabs(renderScaleX - 1.0f) > 0.0001f || std::fabs(renderScaleY - 1.0f) > 0.0001f)) {
|
|
int outputWidth = static_cast<int>(size.native_fb_width);
|
|
int outputHeight = static_cast<int>(size.native_fb_height);
|
|
SDL_GetRenderOutputSize(renderer, &outputWidth, &outputHeight);
|
|
displaySize = {
|
|
static_cast<float>(outputWidth) / renderScaleX,
|
|
static_cast<float>(outputHeight) / renderScaleY,
|
|
};
|
|
framebufferScale = {renderScaleX, renderScaleY};
|
|
}
|
|
}
|
|
ImGui_ImplSDLRenderer3_NewFrame();
|
|
g_scale = size.scale;
|
|
} else {
|
|
if (g_scale != size.scale) {
|
|
if (g_scale > 0.f) {
|
|
ImGui_ImplWGPU_CreateDeviceObjects();
|
|
}
|
|
g_scale = size.scale;
|
|
}
|
|
if (!ImGui::GetIO().Fonts->IsBuilt()) {
|
|
ImGui_ImplWGPU_CreateDeviceObjects();
|
|
}
|
|
ImGui_ImplWGPU_NewFrame();
|
|
}
|
|
ImGui_ImplSDL3_NewFrame();
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.DisplayFramebufferScale = framebufferScale;
|
|
ImGui::GetIO().DisplaySize = displaySize;
|
|
ImGui::NewFrame();
|
|
g_frameDataBuilt = false;
|
|
}
|
|
|
|
void render_frame_data() noexcept {
|
|
ZoneScoped;
|
|
if (g_frameDataBuilt || g_hostFrames) {
|
|
return;
|
|
}
|
|
ImGui::Render();
|
|
auto* data = ImGui::GetDrawData();
|
|
data->FramebufferScale = ImGui::GetIO().DisplayFramebufferScale;
|
|
g_frameDataBuilt = true;
|
|
}
|
|
|
|
void render(const wgpu::RenderPassEncoder& pass) noexcept {
|
|
ZoneScoped;
|
|
if (g_hostFrames) {
|
|
// The shared context's draw data belongs to the host's current frame now;
|
|
// a sealed frame without a host copy has nothing safe to draw.
|
|
return;
|
|
}
|
|
render_frame_data();
|
|
|
|
auto* data = ImGui::GetDrawData();
|
|
if (g_useSdlRenderer) {
|
|
SDL_Renderer* renderer = window::get_sdl_renderer();
|
|
SDL_RenderClear(renderer);
|
|
ImGui_ImplSDLRenderer3_RenderDrawData(data, renderer);
|
|
SDL_RenderPresent(renderer);
|
|
} else {
|
|
pass.PushDebugGroup("Aurora: Dear Imgui");
|
|
ImGui_ImplWGPU_RenderDrawData(data, pass.Get());
|
|
pass.PopDebugGroup();
|
|
}
|
|
}
|
|
|
|
struct HostFrame {
|
|
ImDrawData data{};
|
|
std::vector<ImDrawList*> lists;
|
|
~HostFrame() {
|
|
for (ImDrawList* list : lists) {
|
|
IM_DELETE(list);
|
|
}
|
|
}
|
|
};
|
|
|
|
void host_frame_begin(const AuroraWindowSize& size) noexcept {
|
|
g_hostFrames = true;
|
|
if (g_hostFrameOpen) {
|
|
return;
|
|
}
|
|
if (!g_frameDataBuilt) {
|
|
// aurora started this frame itself before the host took over: adopt it.
|
|
g_hostFrameOpen = true;
|
|
return;
|
|
}
|
|
new_frame(size);
|
|
g_hostFrameOpen = true;
|
|
}
|
|
|
|
HostFramePtr host_frame_end() noexcept {
|
|
ZoneScoped;
|
|
if (!g_hostFrameOpen) {
|
|
host_frame_begin(window::get_window_size());
|
|
}
|
|
ImGui::Render();
|
|
ImDrawData* source = ImGui::GetDrawData();
|
|
source->FramebufferScale = ImGui::GetIO().DisplayFramebufferScale;
|
|
auto frame = std::make_shared<HostFrame>();
|
|
frame->data = *source;
|
|
frame->data.CmdLists.clear();
|
|
frame->lists.reserve(static_cast<size_t>(source->CmdListsCount));
|
|
for (int i = 0; i < source->CmdListsCount; ++i) {
|
|
const ImDrawList* src = source->CmdLists[i];
|
|
ImDrawList* copy = IM_NEW(ImDrawList)(src->_Data);
|
|
copy->CmdBuffer = src->CmdBuffer;
|
|
copy->IdxBuffer = src->IdxBuffer;
|
|
copy->VtxBuffer = src->VtxBuffer;
|
|
copy->Flags = src->Flags;
|
|
frame->lists.push_back(copy);
|
|
frame->data.CmdLists.push_back(copy);
|
|
}
|
|
g_hostFrameOpen = false;
|
|
g_frameDataBuilt = true;
|
|
return frame;
|
|
}
|
|
|
|
bool host_frames_active() noexcept { return g_hostFrames; }
|
|
|
|
const ImDrawData* host_frame_draw_data(const HostFrame& frame) noexcept { return &frame.data; }
|
|
|
|
void render(const wgpu::RenderPassEncoder& pass, const ImDrawData* data) noexcept {
|
|
ZoneScoped;
|
|
if (g_useSdlRenderer || data == nullptr) {
|
|
return;
|
|
}
|
|
pass.PushDebugGroup("Aurora: Dear Imgui");
|
|
ImGui_ImplWGPU_RenderDrawData(const_cast<ImDrawData*>(data), pass.Get());
|
|
pass.PopDebugGroup();
|
|
}
|
|
|
|
StereoOverlay latch_stereo_overlay() noexcept {
|
|
std::lock_guard lock(g_stereoOverlayMutex);
|
|
return g_stereoOverlay;
|
|
}
|
|
|
|
bool render_draw_data(const wgpu::RenderPassEncoder& pass, ImDrawData* data) noexcept {
|
|
ZoneScoped;
|
|
// The SDL renderer fallback has no render passes to draw into.
|
|
if (g_useSdlRenderer || data == nullptr || ImGui::GetCurrentContext() == nullptr) {
|
|
return false;
|
|
}
|
|
pass.PushDebugGroup("Aurora: Dear Imgui headset panel");
|
|
ImGui_ImplWGPU_RenderDrawData(data, pass.Get());
|
|
pass.PopDebugGroup();
|
|
return true;
|
|
}
|
|
|
|
ImTextureID add_texture(uint32_t width, uint32_t height, const uint8_t* data) noexcept {
|
|
if (SDL_Renderer* renderer = window::get_sdl_renderer()) {
|
|
SDL_Texture* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
|
|
SDL_UpdateTexture(texture, nullptr, data, width * 4);
|
|
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_LINEAR);
|
|
g_sdlTextures.push_back(texture);
|
|
return reinterpret_cast<ImTextureID>(texture);
|
|
}
|
|
const wgpu::Extent3D size{
|
|
.width = width,
|
|
.height = height,
|
|
.depthOrArrayLayers = 1,
|
|
};
|
|
const wgpu::TextureDescriptor textureDescriptor{
|
|
.label = "imgui texture",
|
|
.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::CopyDst,
|
|
.dimension = wgpu::TextureDimension::e2D,
|
|
.size = size,
|
|
.format = wgpu::TextureFormat::RGBA8Unorm,
|
|
.mipLevelCount = 1,
|
|
.sampleCount = 1,
|
|
};
|
|
const wgpu::TextureViewDescriptor textureViewDescriptor{
|
|
.label = "imgui texture view",
|
|
.format = wgpu::TextureFormat::RGBA8Unorm,
|
|
.dimension = wgpu::TextureViewDimension::e2D,
|
|
.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED,
|
|
.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED,
|
|
};
|
|
auto texture = webgpu::g_device.CreateTexture(&textureDescriptor);
|
|
auto textureView = texture.CreateView(&textureViewDescriptor);
|
|
{
|
|
const wgpu::TexelCopyTextureInfo dstView{
|
|
.texture = texture,
|
|
};
|
|
const wgpu::TexelCopyBufferLayout dataLayout{
|
|
.bytesPerRow = 4 * width,
|
|
.rowsPerImage = height,
|
|
};
|
|
webgpu::g_queue.WriteTexture(&dstView, data, width * height * 4, &dataLayout, &size);
|
|
}
|
|
g_wgpuTextures.push_back(texture);
|
|
return reinterpret_cast<ImTextureID>(textureView.MoveToCHandle());
|
|
}
|
|
} // namespace aurora::imgui
|
|
|
|
// C bindings
|
|
extern "C" {
|
|
ImTextureID aurora_imgui_add_texture(uint32_t width, uint32_t height, const void* rgba8) {
|
|
return aurora::imgui::add_texture(width, height, static_cast<const uint8_t*>(rgba8));
|
|
}
|
|
|
|
void aurora_imgui_set_stereo_overlay(ImDrawData* drawData, float widthFraction) {
|
|
std::lock_guard lock(aurora::imgui::g_stereoOverlayMutex);
|
|
aurora::imgui::g_stereoOverlay = {
|
|
.drawData = drawData,
|
|
.widthFraction = drawData != nullptr ? widthFraction : 0.f,
|
|
};
|
|
}
|
|
}
|