cfg: d3d9 standalone configurator (#720)

## Description of change
**Configurator (spicecfg.exe)**

- Attempts to create a D3D9 device on startup and uses the hardware
ImGui DX9 path when successful; falls back to the existing software
rasterizer automatically if D3D9 init fails.
- Rewrites the configurator window loop: refresh-rate-aware render
timer, minimize/resize/`WM_DISPLAYCHANGE` handling, direct Win32 ->
ImGui input (keyboard, mouse, wheel), and optimized software painting
via `SetDIBitsToDevice` instead of per-frame GDI `HBITMAP` allocation.

**Overlay / input (scoped to standalone configurator)**

- Skips expensive per-frame rawinput polling in
`ImGui_ImplSpice_NewFrame` when `CONFIGURATOR_STANDALONE` is set (Win32
messages drive input instead).
- Adds software-renderer idle-frame detection (`sw_pixels_dirty` +
draw-data hash) so spicecfg only repaints when pixels actually change.
- Adds `ImGuiWindowFlags_NoScrollWithMouse` on the configurator root
window to prevent scroll jolt on non-scrollable child widgets.
This commit is contained in:
drmext
2026-05-30 19:52:35 +00:00
committed by GitHub
parent 31aabe9786
commit 4c73200f58
8 changed files with 721 additions and 93 deletions
+59 -42
View File
@@ -369,6 +369,14 @@ void ImGui_ImplSpice_NewFrame() {
const auto overlay_visible = overlay::OVERLAY && overlay::OVERLAY->get_active();
const auto accept_new_input = superexit::has_focus() && !rawinput::OS_WINDOW_ACTIVE && overlay_visible;
// when running as standalone spicecfg.exe the configurator window proc feeds
// ImGui directly via WM_KEY*/WM_MOUSE*/WM_MOUSEWHEEL messages. The per-frame
// rawinput device walk and the 256-VK scan below are pure CPU waste in that
// case (and the dominant per-frame cost on low-end PCs), so short-circuit
// them entirely. Rebind dialogs that explicitly need fresh device state call
// RI_MGR->devices_get_updated() themselves; see overlay/windows/config.cpp.
const bool drive_input_from_rawinput = !cfg::CONFIGURATOR_STANDALONE;
// remember old state
std::array<BYTE, VKEY_MAX> KeysDownOld;
for (size_t i = 0; i < VKEY_MAX; i++) {
@@ -378,11 +386,13 @@ void ImGui_ImplSpice_NewFrame() {
const auto MouseDownOld = g_MouseDown;
// reset keys state
g_MouseDown.fill(false);
g_KeysDown.fill(false);
if (drive_input_from_rawinput) {
g_MouseDown.fill(false);
g_KeysDown.fill(false);
}
// apply windows mouse buttons
if (accept_new_input) {
if (accept_new_input && drive_input_from_rawinput) {
g_MouseDown[ImGuiMouseButton_Left] |= get_async_primary_mouse();
g_MouseDown[ImGuiMouseButton_Right] |= get_async_secondary_mouse();
g_MouseDown[ImGuiMouseButton_Middle] |= (GetAsyncKeyState(VK_MBUTTON) & 0x8000) != 0;
@@ -391,7 +401,7 @@ void ImGui_ImplSpice_NewFrame() {
// read new keys state
static long mouse_wheel_last = 0;
long mouse_wheel = 0;
if (RI_MGR != nullptr) {
if (drive_input_from_rawinput && RI_MGR != nullptr) {
auto devices = RI_MGR->devices_get();
for (auto &device : devices) {
switch (device.type) {
@@ -447,41 +457,45 @@ void ImGui_ImplSpice_NewFrame() {
}
}
// process keyboard input from all keyboard collapsed into one state (g_KeysDown)
for (size_t vKey = 0; vKey < VKEY_MAX; vKey++) {
const bool state = g_KeysDown[vKey];
const auto imgui_key = get_imgui_key(vKey);
const auto changed =
(state && !KeysDownOld[vKey]) ||
(!state && KeysDownOld[vKey]);
// process keyboard input from all keyboards collapsed into one state (g_KeysDown).
// Skipped entirely in standalone configurator mode where Win32 messages already
// drive io.AddKeyEvent / io.AddInputCharacter directly.
if (drive_input_from_rawinput) {
for (size_t vKey = 0; vKey < VKEY_MAX; vKey++) {
const bool state = g_KeysDown[vKey];
const auto imgui_key = get_imgui_key(vKey);
const auto changed =
(state && !KeysDownOld[vKey]) ||
(!state && KeysDownOld[vKey]);
if (imgui_key != ImGuiKey_None && changed) {
io.AddKeyEvent(imgui_key, state);
log_debug("imgui_impl_spice", "vkey {:#x} added as navigation event, state: {}", static_cast<uint64_t>(vKey), state);
if (imgui_key != ImGuiKey_None && changed) {
io.AddKeyEvent(imgui_key, state);
log_debug("imgui_impl_spice", "vkey {:#x} added as navigation event, state: {}", static_cast<uint64_t>(vKey), state);
// mod key must also be processed separately
const auto imgui_mod_key = get_imgui_mod_key(vKey);
if (imgui_mod_key != ImGuiMod_None) {
io.AddKeyEvent(imgui_mod_key, state);
// mod key must also be processed separately
const auto imgui_mod_key = get_imgui_mod_key(vKey);
if (imgui_mod_key != ImGuiMod_None) {
io.AddKeyEvent(imgui_mod_key, state);
}
}
}
// generate character input, but only if WM_CHAR didn't take over the functionality
// only detecting rising edges here - this means holding a key won't work
// (it's better than repeating a character input every frame - cost we pay for providing input
// on top of rawinput instead of WM_CHAR)
if (!overlay::USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT && !KeysDownOld[vKey] && state) {
UCHAR buf[2];
auto ret = ToAscii(
static_cast<UINT>(vKey),
0,
static_cast<const BYTE *>(KeysDownOld.data()),
reinterpret_cast<LPWORD>(buf),
0);
if (ret > 0) {
for (int i = 0; i < ret; i++) {
overlay::OVERLAY->input_char(buf[i]);
log_debug("imgui_impl_spice", "vkey {:#x} inputted as character", vKey);
// generate character input, but only if WM_CHAR didn't take over the functionality
// only detecting rising edges here - this means holding a key won't work
// (it's better than repeating a character input every frame - cost we pay for providing input
// on top of rawinput instead of WM_CHAR)
if (!overlay::USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT && !KeysDownOld[vKey] && state) {
UCHAR buf[2];
auto ret = ToAscii(
static_cast<UINT>(vKey),
0,
static_cast<const BYTE *>(KeysDownOld.data()),
reinterpret_cast<LPWORD>(buf),
0);
if (ret > 0) {
for (int i = 0; i < ret; i++) {
overlay::OVERLAY->input_char(buf[i]);
log_debug("imgui_impl_spice", "vkey {:#x} inputted as character", vKey);
}
}
}
}
@@ -490,23 +504,26 @@ void ImGui_ImplSpice_NewFrame() {
// set mouse wheel
long wheel_diff = mouse_wheel - mouse_wheel_last;
mouse_wheel_last = mouse_wheel;
if (wheel_diff != 0 && accept_new_input) {
if (wheel_diff != 0 && accept_new_input && drive_input_from_rawinput) {
io.AddMouseWheelEvent(0, wheel_diff);
}
// update OS mouse position
// update OS mouse position. The standalone configurator gets mouse position
// straight from WM_MOUSEMOVE, so skip the per-frame cursor poll there.
const auto old_mouse_pos = io.MousePos;
if (accept_new_input) {
if (accept_new_input && drive_input_from_rawinput) {
ImGui_ImplSpice_UpdateMousePos();
}
const auto new_mouse_pos = io.MousePos;
// update mouse buttons
// doing this after ImGui_ImplSpice_UpdateMousePos since it can set g_MouseDown for touch input
for (size_t i = 0; i < g_MouseDown.size(); i++) {
if (MouseDownOld[i] != g_MouseDown[i]) {
io.AddMouseButtonEvent(i, g_MouseDown[i]);
log_debug("imgui_impl_spice", "mouse button {} event", g_MouseDown[i]);
if (drive_input_from_rawinput) {
for (size_t i = 0; i < g_MouseDown.size(); i++) {
if (MouseDownOld[i] != g_MouseDown[i]) {
io.AddMouseButtonEvent(i, g_MouseDown[i]);
log_debug("imgui_impl_spice", "mouse button {} event", g_MouseDown[i]);
}
}
}