mirror of
https://github.com/spice2x/spice2x.github.io.git
synced 2026-08-01 22:30:42 -07:00
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:
@@ -765,7 +765,7 @@ set(SOURCE_FILES ${SOURCE_FILES} launcher/options.h launcher/options.cpp)
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set(RESOURCE_FILES cfg/manifest.manifest cfg/manifest.rc cfg/icon.rc cfg/Win32D.rc)
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add_executable(spicetools_cfg WIN32 ${SOURCE_FILES} ${RESOURCE_FILES})
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target_link_libraries(spicetools_cfg
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PUBLIC ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp strmiids
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PUBLIC d3d9 ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp strmiids
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PRIVATE fmt::fmt-header-only discord-rpc imgui hash-library minhook imm32 dwmapi CpuFeatures::cpu_features)
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target_link_libraries(spicetools_cfg PUBLIC winscard)
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set_target_properties(spicetools_cfg PROPERTIES PREFIX "")
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@@ -783,7 +783,7 @@ set(SOURCE_FILES ${SOURCE_FILES} launcher/options.h launcher/options.cpp)
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set(RESOURCE_FILES cfg/manifest.manifest cfg/manifest.rc cfg/icon.rc cfg/Win32D.rc)
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add_executable(spicetools_cfg_linux WIN32 ${SOURCE_FILES} ${RESOURCE_FILES})
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target_link_libraries(spicetools_cfg_linux
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PUBLIC ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp strmiids
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PUBLIC d3d9 ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp strmiids
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PRIVATE fmt::fmt-header-only discord-rpc imgui hash-library minhook imm32 dwmapi CpuFeatures::cpu_features)
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set_target_properties(spicetools_cfg_linux PROPERTIES PREFIX "")
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set_target_properties(spicetools_cfg_linux PROPERTIES OUTPUT_NAME "spicecfg_linux")
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@@ -1,6 +1,9 @@
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#include "configurator.h"
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#include "configurator.h"
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#include <d3d9.h>
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#include "overlay/overlay.h"
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#include "util/logging.h"
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namespace cfg {
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@@ -16,11 +19,74 @@ namespace cfg {
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CONFIGURATOR_STANDALONE = false;
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}
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// Attempt to bring up a D3D9 device backing the configurator's window so the
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// overlay can use the hardware-accelerated imgui_impl_dx9 path instead of
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// the CPU rasterizer. Returns true if both Direct3DCreate9 and CreateDevice
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// succeed; the caller falls back to overlay::create_software() otherwise so
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// that environments without D3D9 (Wine without dxvk, headless test boxes,
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// GPUs whose drivers reject HAL) still get a working configurator.
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static bool try_init_d3d9(ConfiguratorWindow &wnd) {
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if (wnd.hWnd == nullptr) {
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return false;
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}
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IDirect3D9 *d3d = Direct3DCreate9(D3D_SDK_VERSION);
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if (d3d == nullptr) {
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log_warning("configurator", "Direct3DCreate9 returned NULL, falling back to software renderer");
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return false;
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}
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D3DPRESENT_PARAMETERS pp {};
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pp.Windowed = TRUE;
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pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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// D3DFMT_UNKNOWN -> driver picks the current desktop format
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pp.BackBufferFormat = D3DFMT_UNKNOWN;
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pp.BackBufferWidth = static_cast<UINT>(wnd.client_width);
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pp.BackBufferHeight = static_cast<UINT>(wnd.client_height);
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pp.hDeviceWindow = wnd.hWnd;
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pp.EnableAutoDepthStencil = FALSE;
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pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
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IDirect3DDevice9 *device = nullptr;
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// SOFTWARE_VERTEXPROCESSING is the most compatible behavior flag; the UI
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// is tiny so we don't need hardware T&L. FPU_PRESERVE keeps our floating
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// point environment intact in case other spice code relies on it.
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const DWORD behavior_flags = D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE;
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HRESULT hr = d3d->CreateDevice(
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D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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wnd.hWnd,
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behavior_flags,
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&pp,
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&device);
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if (FAILED(hr) || device == nullptr) {
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log_warning("configurator",
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"D3D9 CreateDevice failed (hr={:#x}), falling back to software renderer",
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static_cast<unsigned int>(hr));
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d3d->Release();
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return false;
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}
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wnd.d3d = d3d;
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wnd.device = device;
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wnd.pp = pp;
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wnd.use_d3d9 = true;
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return true;
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}
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void Configurator::run() {
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// create instance
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// bring up the overlay against either a real D3D9 device or the software
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// rasterizer. The choice is one-shot - the in-game overlay always uses
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// the same renderer the configurator picked here.
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overlay::ENABLED = true;
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if (try_init_d3d9(this->wnd)) {
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log_info("configurator", "using D3D9 hardware-accelerated renderer");
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overlay::create_d3d9(this->wnd.hWnd, this->wnd.d3d, this->wnd.device);
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} else {
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log_info("configurator", "using software renderer");
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overlay::create_software(this->wnd.hWnd);
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}
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overlay::OVERLAY->set_active(true);
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overlay::OVERLAY->hotkeys_enable = false;
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ImGui::GetIO().MouseDrawCursor = false;
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@@ -1,11 +1,17 @@
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#include "configurator_wnd.h"
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#include "configurator_wnd.h"
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#include <algorithm>
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#include <cstring>
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#include <windows.h>
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#include <windowsx.h>
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#include "build/defs.h"
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#include "external/imgui/imgui.h"
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#include "launcher/shutdown.h"
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#include "overlay/overlay.h"
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#include "util/logging.h"
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#include "util/precise_timer.h"
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#include "cfg/configurator.h"
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#include "icon.h"
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@@ -16,6 +22,156 @@ static int WINDOW_SIZE_X = 800;
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static int WINDOW_SIZE_Y = 600;
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static HICON WINDOW_ICON = LoadIcon(GetModuleHandle(nullptr), MAKEINTRESOURCE(MAINICON));
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static const UINT_PTR RENDER_TIMER_ID = 1;
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// Map a virtual key code to the matching ImGuiKey. Mirrors the table used by
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// the in-game ImGui spice backend so navigation keys behave identically when
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// the configurator runs standalone and drives ImGui from Win32 messages.
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static ImGuiKey vk_to_imgui_key(WPARAM vkey) {
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switch (vkey) {
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case VK_TAB: return ImGuiKey_Tab;
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case VK_LEFT: return ImGuiKey_LeftArrow;
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case VK_RIGHT: return ImGuiKey_RightArrow;
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case VK_UP: return ImGuiKey_UpArrow;
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case VK_DOWN: return ImGuiKey_DownArrow;
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case VK_PRIOR: return ImGuiKey_PageUp;
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case VK_NEXT: return ImGuiKey_PageDown;
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case VK_HOME: return ImGuiKey_Home;
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case VK_END: return ImGuiKey_End;
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case VK_INSERT: return ImGuiKey_Insert;
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case VK_DELETE: return ImGuiKey_Delete;
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case VK_BACK: return ImGuiKey_Backspace;
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case VK_SPACE: return ImGuiKey_Space;
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case VK_RETURN: return ImGuiKey_Enter;
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case VK_ESCAPE: return ImGuiKey_Escape;
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case VK_LSHIFT: return ImGuiKey_LeftShift;
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case VK_RSHIFT: return ImGuiKey_RightShift;
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case VK_SHIFT: return ImGuiKey_LeftShift;
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case VK_LCONTROL: return ImGuiKey_LeftCtrl;
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case VK_RCONTROL: return ImGuiKey_RightCtrl;
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case VK_CONTROL: return ImGuiKey_LeftCtrl;
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case 'A': return ImGuiKey_A;
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case 'C': return ImGuiKey_C;
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case 'V': return ImGuiKey_V;
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case 'X': return ImGuiKey_X;
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case 'Y': return ImGuiKey_Y;
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case 'Z': return ImGuiKey_Z;
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default: return ImGuiKey_None;
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}
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}
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static ImGuiKey vk_to_imgui_mod_key(WPARAM vkey) {
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switch (vkey) {
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case VK_SHIFT:
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case VK_LSHIFT:
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case VK_RSHIFT:
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return ImGuiMod_Shift;
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case VK_CONTROL:
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case VK_LCONTROL:
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case VK_RCONTROL:
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return ImGuiMod_Ctrl;
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case VK_MENU:
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case VK_LMENU:
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case VK_RMENU:
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return ImGuiMod_Alt;
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default:
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return ImGuiMod_None;
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}
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}
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static cfg::ConfiguratorWindow *get_state(HWND hWnd) {
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return reinterpret_cast<cfg::ConfiguratorWindow *>(
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GetWindowLongPtrW(hWnd, GWLP_USERDATA));
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}
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// Returns the refresh rate (Hz) of the monitor the window currently lives on,
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// clamped to a sane range. Falls back to 60 if detection fails or the value
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// looks invalid (DEVMODE may report 0 or 1 to mean "use hardware default").
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static UINT detect_monitor_refresh_hz(HWND hWnd) {
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UINT hz = 0;
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HMONITOR mon = MonitorFromWindow(hWnd, MONITOR_DEFAULTTONEAREST);
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if (mon) {
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MONITORINFOEXW mi {};
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mi.cbSize = sizeof(mi);
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if (GetMonitorInfoW(mon, reinterpret_cast<LPMONITORINFO>(&mi))) {
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DEVMODEW dm {};
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dm.dmSize = sizeof(dm);
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if (EnumDisplaySettingsW(mi.szDevice, ENUM_CURRENT_SETTINGS, &dm)) {
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hz = dm.dmDisplayFrequency;
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}
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}
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}
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if (hz <= 1) {
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HDC hdc = GetDC(hWnd);
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if (hdc) {
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int v = GetDeviceCaps(hdc, VREFRESH);
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if (v > 1) {
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hz = static_cast<UINT>(v);
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}
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ReleaseDC(hWnd, hdc);
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}
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}
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if (hz < 30 || hz > 240) {
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hz = 60;
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}
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return hz;
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}
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// Software-path WM_PAINT: blit the overlay's pixel buffer to the window using
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// SetDIBitsToDevice. Avoids creating/destroying a GDI HBITMAP every frame.
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static void paint_software(HWND hWnd) {
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if (!overlay::OVERLAY) {
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PAINTSTRUCT ps {};
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BeginPaint(hWnd, &ps);
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EndPaint(hWnd, &ps);
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return;
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}
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int width = 0;
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int height = 0;
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uint32_t *pixel_data = overlay::OVERLAY->sw_get_pixel_data(&width, &height);
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PAINTSTRUCT paint {};
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HDC hdc = BeginPaint(hWnd, &paint);
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if (pixel_data && width > 0 && height > 0) {
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BITMAPINFO bmi {};
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bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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bmi.bmiHeader.biWidth = width;
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// negative height -> top-down DIB, matching how ImGui packs pixels
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bmi.bmiHeader.biHeight = -height;
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bmi.bmiHeader.biPlanes = 1;
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bmi.bmiHeader.biBitCount = 32;
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bmi.bmiHeader.biCompression = BI_RGB;
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SetDIBitsToDevice(
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hdc,
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0, 0,
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width, height,
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0, 0,
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0, height,
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pixel_data,
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&bmi,
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DIB_RGB_COLORS);
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}
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EndPaint(hWnd, &paint);
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}
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void cfg::ConfiguratorWindow::start_timer() {
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if (!this->timer_running && this->hWnd) {
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SetTimer(this->hWnd, RENDER_TIMER_ID, this->timer_interval_ms, nullptr);
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this->timer_running = true;
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}
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}
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void cfg::ConfiguratorWindow::stop_timer() {
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if (this->timer_running && this->hWnd) {
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KillTimer(this->hWnd, RENDER_TIMER_ID);
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this->timer_running = false;
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}
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}
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cfg::ConfiguratorWindow::ConfiguratorWindow() {
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// register the window class
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@@ -27,12 +183,22 @@ cfg::ConfiguratorWindow::ConfiguratorWindow() {
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wc.hIcon = WINDOW_ICON;
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RegisterClass(&wc);
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// raise SetTimer resolution so high refresh rates (120/144Hz) are actually
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// achievable. Without this, USER timers quantize to ~15.6ms and cap us
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// near ~64 FPS. Uses the shared helper so it respects -notimerhacks
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// (Use Legacy Timers) and the Win11 timer-throttling opt-out. The helper
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// intentionally never calls timeEndPeriod; the kernel releases the request
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// when spicecfg exits.
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timeutils::set_timer_resolution();
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// determine window title
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if (cfg::CONFIGURATOR_TYPE == cfg::ConfigType::Config) {
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WINDOW_TITLE = "spice2x config (" + to_string(VERSION_STRING_CFG) + ")";
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WINDOW_SIZE_X = 800;
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WINDOW_SIZE_Y = 600;
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}
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this->client_width = WINDOW_SIZE_X;
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this->client_height = WINDOW_SIZE_Y;
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// open window
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this->hWnd = CreateWindowEx(
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@@ -53,11 +219,23 @@ cfg::ConfiguratorWindow::ConfiguratorWindow() {
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cfg::ConfiguratorWindow::~ConfiguratorWindow() {
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this->stop_timer();
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// close window
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DestroyWindow(this->hWnd);
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// unregister class
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UnregisterClass(CLASS_NAME, GetModuleHandle(NULL));
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// release D3D9 resources if any
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if (this->device) {
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this->device->Release();
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this->device = nullptr;
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}
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if (this->d3d) {
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this->d3d->Release();
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this->d3d = nullptr;
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}
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}
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void cfg::ConfiguratorWindow::run() {
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@@ -67,8 +245,23 @@ void cfg::ConfiguratorWindow::run() {
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ShowWindow(this->hWnd, SW_SHOWNORMAL);
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UpdateWindow(this->hWnd);
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// draw overlay in 60 FPS
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SetTimer(this->hWnd, 1, 1000 / 60, nullptr);
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// SW_SHOWNORMAL usually activates a top-level window, but not always (e.g.,
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// when the launching process doesn't have foreground rights to transfer).
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// Force foreground+focus explicitly so WM_MOUSEWHEEL is routed to us from
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// the very first frame; the Win32 default routes wheel events to the
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// keyboard-focused window.
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SetForegroundWindow(this->hWnd);
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SetFocus(this->hWnd);
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// match the render timer to the monitor refresh rate so scrolling stays smooth
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// on 60/120/144 Hz panels. Idle CPU is bounded by overlay::sw_pixels_dirty
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// (software path) and overlay::d3d9_frame_dirty (D3D9 path); the timer is also
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// paused entirely when the window is minimized (see WM_SIZE handler).
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const UINT hz = detect_monitor_refresh_hz(this->hWnd);
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this->timer_interval_ms = std::max<UINT>(1, 1000 / hz);
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log_info("configurator", "render timer {} ms ({} Hz)",
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this->timer_interval_ms, hz);
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this->start_timer();
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// window loop
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BOOL ret;
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@@ -102,6 +295,72 @@ LRESULT CALLBACK cfg::ConfiguratorWindow::window_proc(HWND hWnd, UINT uMsg, WPAR
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break;
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}
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case WM_SIZE: {
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// pause/resume the render timer based on visibility
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auto *state = get_state(hWnd);
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if (state) {
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if (wParam == SIZE_MINIMIZED) {
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state->window_minimized = true;
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state->stop_timer();
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} else {
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if (state->window_minimized) {
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state->window_minimized = false;
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// force a full repaint on the next frame
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state->has_valid_draw_hash = false;
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state->start_timer();
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}
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const int new_w = LOWORD(lParam);
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const int new_h = HIWORD(lParam);
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if (new_w > 0 && new_h > 0
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&& (new_w != state->client_width || new_h != state->client_height)) {
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state->client_width = new_w;
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state->client_height = new_h;
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// reset the D3D9 device with the new back-buffer size so the
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// hardware-accelerated path matches the window dimensions.
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if (state->use_d3d9 && state->device) {
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if (overlay::OVERLAY) {
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overlay::OVERLAY->reset_invalidate();
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}
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state->pp.BackBufferWidth = static_cast<UINT>(new_w);
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state->pp.BackBufferHeight = static_cast<UINT>(new_h);
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HRESULT hr = state->device->Reset(&state->pp);
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if (FAILED(hr)) {
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log_warning("configurator", "D3D9 device Reset failed, hr={:#x}",
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static_cast<unsigned int>(hr));
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}
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if (overlay::OVERLAY) {
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overlay::OVERLAY->reset_recreate();
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}
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}
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// force a full repaint after resize
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state->has_valid_draw_hash = false;
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}
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}
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}
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break;
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}
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case WM_DISPLAYCHANGE: {
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// monitor refresh rate may have changed (or the window moved to a
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// different monitor); re-detect and re-arm the render timer.
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auto *state = get_state(hWnd);
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if (state && state->timer_running) {
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const UINT hz = detect_monitor_refresh_hz(hWnd);
|
||||
const UINT new_interval = std::max<UINT>(1, 1000 / hz);
|
||||
if (new_interval != state->timer_interval_ms) {
|
||||
state->stop_timer();
|
||||
state->timer_interval_ms = new_interval;
|
||||
state->start_timer();
|
||||
log_info("configurator",
|
||||
"WM_DISPLAYCHANGE: render timer {} ms ({} Hz)",
|
||||
new_interval, hz);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case WM_CLOSE:
|
||||
case WM_DESTROY: {
|
||||
|
||||
@@ -110,62 +369,189 @@ LRESULT CALLBACK cfg::ConfiguratorWindow::window_proc(HWND hWnd, UINT uMsg, WPAR
|
||||
break;
|
||||
}
|
||||
case WM_TIMER: {
|
||||
if (wParam != RENDER_TIMER_ID) {
|
||||
break;
|
||||
}
|
||||
|
||||
// update overlay
|
||||
auto *state = get_state(hWnd);
|
||||
|
||||
// skip rendering when the window is minimized or hidden - the timer is
|
||||
// already paused on minimize, but defensively skip here as well.
|
||||
if (state && (state->window_minimized || !IsWindowVisible(hWnd))) {
|
||||
break;
|
||||
}
|
||||
|
||||
const bool use_d3d9 = state && state->use_d3d9 && state->device;
|
||||
|
||||
// build the imgui frame (input is already buffered via WM_* messages)
|
||||
if (overlay::OVERLAY) {
|
||||
overlay::OVERLAY->update();
|
||||
overlay::OVERLAY->set_active(true);
|
||||
overlay::OVERLAY->new_frame();
|
||||
}
|
||||
|
||||
if (use_d3d9) {
|
||||
const HRESULT cl = state->device->TestCooperativeLevel();
|
||||
if (cl == D3DERR_DEVICELOST) {
|
||||
break;
|
||||
}
|
||||
if (cl == D3DERR_DEVICENOTRESET) {
|
||||
if (overlay::OVERLAY) {
|
||||
overlay::OVERLAY->reset_invalidate();
|
||||
}
|
||||
const HRESULT reset_hr = state->device->Reset(&state->pp);
|
||||
if (SUCCEEDED(reset_hr) && overlay::OVERLAY) {
|
||||
overlay::OVERLAY->reset_recreate();
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (FAILED(cl)) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (overlay::OVERLAY) {
|
||||
overlay::OVERLAY->render();
|
||||
}
|
||||
|
||||
// repaint window
|
||||
InvalidateRect(hWnd, nullptr, TRUE);
|
||||
// skip Clear/Present when ImGui draw data is unchanged; the last
|
||||
// presented frame stays visible (same fast path as sw_pixels_dirty).
|
||||
const bool dirty = overlay::OVERLAY && overlay::OVERLAY->d3d9_frame_dirty;
|
||||
const bool force_present = state && !state->has_valid_draw_hash;
|
||||
if (dirty || force_present) {
|
||||
if (state) {
|
||||
state->has_valid_draw_hash = true;
|
||||
}
|
||||
state->device->Clear(0, nullptr, D3DCLEAR_TARGET,
|
||||
D3DCOLOR_RGBA(20, 18, 18, 255), 1.0f, 0);
|
||||
if (SUCCEEDED(state->device->BeginScene())) {
|
||||
if (overlay::OVERLAY) {
|
||||
overlay::OVERLAY->d3d9_render_draw(force_present);
|
||||
}
|
||||
state->device->EndScene();
|
||||
}
|
||||
const HRESULT hr = state->device->Present(nullptr, nullptr, nullptr, nullptr);
|
||||
if (hr == D3DERR_DEVICELOST) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (overlay::OVERLAY) {
|
||||
overlay::OVERLAY->render();
|
||||
}
|
||||
// software path: the overlay's renderer already skipped the costly
|
||||
// paint_imgui call when the draw data was unchanged. Only invalidate
|
||||
// the window when those pixels actually changed, or on the first
|
||||
// frame / after a resize when we lost the previously cached state.
|
||||
const bool dirty = overlay::OVERLAY && overlay::OVERLAY->sw_pixels_dirty;
|
||||
const bool force_repaint = state && !state->has_valid_draw_hash;
|
||||
if (dirty || force_repaint) {
|
||||
if (state) {
|
||||
state->has_valid_draw_hash = true;
|
||||
}
|
||||
// pass FALSE for bErase - WM_ERASEBKGND already short-circuits, so
|
||||
// skipping the erase region avoids one extra Win32 round trip.
|
||||
InvalidateRect(hWnd, nullptr, FALSE);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case WM_ERASEBKGND: {
|
||||
return 1;
|
||||
}
|
||||
case WM_PAINT: {
|
||||
|
||||
// render overlay
|
||||
if (overlay::OVERLAY) {
|
||||
|
||||
// get pixel data
|
||||
int width, height;
|
||||
uint32_t *pixel_data = overlay::OVERLAY->sw_get_pixel_data(&width, &height);
|
||||
if (width > 0 && height > 0) {
|
||||
|
||||
// create bitmap
|
||||
HBITMAP bitmap = CreateBitmap(width, height, 1, 8 * sizeof(uint32_t), pixel_data);
|
||||
|
||||
// prepare paint
|
||||
PAINTSTRUCT paint{};
|
||||
HDC hdc = BeginPaint(hWnd, &paint);
|
||||
HDC hdcMem = CreateCompatibleDC(hdc);
|
||||
SetBkMode(hdc, TRANSPARENT);
|
||||
|
||||
// draw bitmap
|
||||
SelectObject(hdcMem, bitmap);
|
||||
BitBlt(hdc, paint.rcPaint.left, paint.rcPaint.top,
|
||||
paint.rcPaint.right - paint.rcPaint.left,
|
||||
paint.rcPaint.bottom - paint.rcPaint.top,
|
||||
hdcMem, paint.rcPaint.left, paint.rcPaint.top, SRCCOPY);
|
||||
|
||||
// delete bitmap
|
||||
DeleteObject(bitmap);
|
||||
|
||||
// clean up
|
||||
DeleteDC(hdcMem);
|
||||
EndPaint(hWnd, &paint);
|
||||
} else {
|
||||
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
||||
paint_software(hWnd);
|
||||
break;
|
||||
}
|
||||
case WM_ACTIVATE: {
|
||||
const WORD activation = LOWORD(wParam);
|
||||
if (activation == WA_INACTIVE) {
|
||||
// dropping any held mouse buttons so we don't get stuck in a
|
||||
// "button still pressed" state when we come back.
|
||||
auto &io = ImGui::GetIO();
|
||||
io.AddMouseButtonEvent(ImGuiMouseButton_Left, false);
|
||||
io.AddMouseButtonEvent(ImGuiMouseButton_Right, false);
|
||||
io.AddMouseButtonEvent(ImGuiMouseButton_Middle, false);
|
||||
} else {
|
||||
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
||||
// WA_ACTIVE or WA_CLICKACTIVE: make sure the keyboard focus is
|
||||
// actually on this window so WM_MOUSEWHEEL gets routed to us
|
||||
// again. Without this, scrolling silently stops working after
|
||||
// the user alt-tabs back to spicecfg.
|
||||
SetFocus(hWnd);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case WM_KILLFOCUS: {
|
||||
// mirror the WA_INACTIVE mouse-button drop for the keyboard -
|
||||
// without this, a key held during alt-tab stays "down" in ImGui
|
||||
// state until the user presses and releases it again.
|
||||
ImGui::GetIO().ClearInputKeys();
|
||||
break;
|
||||
}
|
||||
// input messages routed straight into ImGui IO. This replaces the previous
|
||||
// per-frame 256-VK rawinput scan in ImGui_ImplSpice_NewFrame for the
|
||||
// standalone configurator (see CONFIGURATOR_STANDALONE branches there).
|
||||
case WM_KEYDOWN:
|
||||
case WM_SYSKEYDOWN:
|
||||
case WM_KEYUP:
|
||||
case WM_SYSKEYUP: {
|
||||
const bool down = (uMsg == WM_KEYDOWN) || (uMsg == WM_SYSKEYDOWN);
|
||||
auto &io = ImGui::GetIO();
|
||||
const ImGuiKey key = vk_to_imgui_key(wParam);
|
||||
if (key != ImGuiKey_None) {
|
||||
io.AddKeyEvent(key, down);
|
||||
}
|
||||
const ImGuiKey mod = vk_to_imgui_mod_key(wParam);
|
||||
if (mod != ImGuiMod_None) {
|
||||
io.AddKeyEvent(mod, down);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case WM_MOUSEMOVE: {
|
||||
auto &io = ImGui::GetIO();
|
||||
io.AddMousePosEvent(static_cast<float>(GET_X_LPARAM(lParam)),
|
||||
static_cast<float>(GET_Y_LPARAM(lParam)));
|
||||
break;
|
||||
}
|
||||
case WM_LBUTTONDOWN:
|
||||
case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN:
|
||||
case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN:
|
||||
case WM_MBUTTONUP: {
|
||||
int button = 0;
|
||||
bool down = false;
|
||||
switch (uMsg) {
|
||||
case WM_LBUTTONDOWN: button = ImGuiMouseButton_Left; down = true; break;
|
||||
case WM_LBUTTONUP: button = ImGuiMouseButton_Left; down = false; break;
|
||||
case WM_RBUTTONDOWN: button = ImGuiMouseButton_Right; down = true; break;
|
||||
case WM_RBUTTONUP: button = ImGuiMouseButton_Right; down = false; break;
|
||||
case WM_MBUTTONDOWN: button = ImGuiMouseButton_Middle; down = true; break;
|
||||
case WM_MBUTTONUP: button = ImGuiMouseButton_Middle; down = false; break;
|
||||
}
|
||||
auto &io = ImGui::GetIO();
|
||||
io.AddMouseButtonEvent(button, down);
|
||||
if (down) {
|
||||
SetCapture(hWnd);
|
||||
} else {
|
||||
ReleaseCapture();
|
||||
}
|
||||
break;
|
||||
}
|
||||
case WM_MOUSEWHEEL: {
|
||||
const float delta = static_cast<float>(GET_WHEEL_DELTA_WPARAM(wParam))
|
||||
/ static_cast<float>(WHEEL_DELTA);
|
||||
ImGui::GetIO().AddMouseWheelEvent(0.0f, delta);
|
||||
break;
|
||||
}
|
||||
#if !SPICE_XP
|
||||
case WM_MOUSEHWHEEL: {
|
||||
const float delta = static_cast<float>(GET_WHEEL_DELTA_WPARAM(wParam))
|
||||
/ static_cast<float>(WHEEL_DELTA);
|
||||
ImGui::GetIO().AddMouseWheelEvent(delta, 0.0f);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
default:
|
||||
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include <windows.h>
|
||||
#include <d3d9.h>
|
||||
|
||||
namespace cfg {
|
||||
|
||||
@@ -9,11 +12,38 @@ namespace cfg {
|
||||
|
||||
HWND hWnd;
|
||||
|
||||
// optional D3D9 device backing the configurator window; nullptr when running
|
||||
// the software-rendered path. Owned by ConfiguratorWindow when set.
|
||||
IDirect3D9 *d3d = nullptr;
|
||||
IDirect3DDevice9 *device = nullptr;
|
||||
D3DPRESENT_PARAMETERS pp {};
|
||||
bool use_d3d9 = false;
|
||||
|
||||
// throttling / pause state. timer_interval_ms is the default until run()
|
||||
// refines it to the actual monitor refresh rate (see detect_monitor_refresh_hz).
|
||||
UINT timer_interval_ms = 1000 / 60;
|
||||
bool timer_running = false;
|
||||
bool window_minimized = false;
|
||||
|
||||
// tracks whether we've issued at least one InvalidateRect since window
|
||||
// creation/resize. The overlay's per-frame "pixels changed" flag suppresses
|
||||
// idle blits; this flag forces the very first blit on startup or after
|
||||
// a resize so the window doesn't show garbage until the user moves the mouse.
|
||||
bool has_valid_draw_hash = false;
|
||||
|
||||
// dimensions of the configurator client area (kept in sync with WM_SIZE)
|
||||
int client_width = 0;
|
||||
int client_height = 0;
|
||||
|
||||
ConfiguratorWindow();
|
||||
~ConfiguratorWindow();
|
||||
|
||||
void run();
|
||||
|
||||
// start/stop the render timer based on visibility state
|
||||
void start_timer();
|
||||
void stop_timer();
|
||||
|
||||
static LRESULT CALLBACK window_proc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
|
||||
};
|
||||
}
|
||||
|
||||
@@ -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
|
||||
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) {
|
||||
@@ -447,7 +457,10 @@ void ImGui_ImplSpice_NewFrame() {
|
||||
}
|
||||
}
|
||||
|
||||
// process keyboard input from all keyboard collapsed into one state (g_KeysDown)
|
||||
// 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);
|
||||
@@ -486,29 +499,33 @@ 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
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// automatically hide cursor
|
||||
if (g_MouseCursorAutoHide) {
|
||||
|
||||
@@ -327,8 +327,9 @@ void overlay::SpiceOverlay::init() {
|
||||
// disable config
|
||||
io.IniFilename = nullptr;
|
||||
|
||||
// allow CTRL+WHEEL scaling
|
||||
io.FontAllowUserScaling = true;
|
||||
// allow CTRL+WHEEL scaling in the in-game overlay; disable for the standalone
|
||||
// configurator so the mouse wheel always scrolls the configuration window.
|
||||
io.FontAllowUserScaling = !cfg::CONFIGURATOR_STANDALONE;
|
||||
|
||||
// add default font
|
||||
io.Fonts->AddFontDefaultBitmap();
|
||||
@@ -590,6 +591,57 @@ void overlay::SpiceOverlay::new_frame() {
|
||||
ImGui::EndFrame();
|
||||
}
|
||||
|
||||
// FNV-1a 64-bit hash helper used by the software renderer to detect idle frames.
|
||||
static inline uint64_t overlay_fnv1a64(uint64_t h, const void *data, size_t len) {
|
||||
const auto *p = static_cast<const uint8_t *>(data);
|
||||
for (size_t i = 0; i < len; i++) {
|
||||
h ^= p[i];
|
||||
h *= 0x100000001B3ULL;
|
||||
}
|
||||
return h;
|
||||
}
|
||||
|
||||
// Compute a hash over the visual content of ImDrawData. Only the geometry the
|
||||
// software rasterizer actually consumes (vertex/index buffers + display size)
|
||||
// feeds into the hash, so frames where ImGui produces identical draw data
|
||||
// (i.e. nothing animated this tick) can skip the full pixel rasterization.
|
||||
static uint64_t overlay_hash_draw_data(const ImDrawData *draw_data) {
|
||||
uint64_t h = 0xcbf29ce484222325ULL;
|
||||
if (draw_data == nullptr) {
|
||||
return h;
|
||||
}
|
||||
const float display[4] = {
|
||||
draw_data->DisplayPos.x,
|
||||
draw_data->DisplayPos.y,
|
||||
draw_data->DisplaySize.x,
|
||||
draw_data->DisplaySize.y,
|
||||
};
|
||||
h = overlay_fnv1a64(h, display, sizeof(display));
|
||||
|
||||
const int cmd_lists = draw_data->CmdListsCount;
|
||||
h = overlay_fnv1a64(h, &cmd_lists, sizeof(cmd_lists));
|
||||
|
||||
for (int i = 0; i < draw_data->CmdListsCount; i++) {
|
||||
const ImDrawList *cmd_list = draw_data->CmdLists[i];
|
||||
if (cmd_list == nullptr) {
|
||||
continue;
|
||||
}
|
||||
const int vtx_count = cmd_list->VtxBuffer.Size;
|
||||
const int idx_count = cmd_list->IdxBuffer.Size;
|
||||
h = overlay_fnv1a64(h, &vtx_count, sizeof(vtx_count));
|
||||
h = overlay_fnv1a64(h, &idx_count, sizeof(idx_count));
|
||||
if (vtx_count > 0) {
|
||||
h = overlay_fnv1a64(h, cmd_list->VtxBuffer.Data,
|
||||
static_cast<size_t>(vtx_count) * sizeof(ImDrawVert));
|
||||
}
|
||||
if (idx_count > 0) {
|
||||
h = overlay_fnv1a64(h, cmd_list->IdxBuffer.Data,
|
||||
static_cast<size_t>(idx_count) * sizeof(ImDrawIdx));
|
||||
}
|
||||
}
|
||||
return h;
|
||||
}
|
||||
|
||||
void overlay::SpiceOverlay::render() {
|
||||
|
||||
// skip if new_frame() didn't begin a frame this tick
|
||||
@@ -603,7 +655,28 @@ void overlay::SpiceOverlay::render() {
|
||||
// implementation render
|
||||
switch (this->renderer) {
|
||||
case OverlayRenderer::D3D9:
|
||||
if (cfg::CONFIGURATOR_STANDALONE) {
|
||||
const auto *draw_data = ImGui::GetDrawData();
|
||||
const uint64_t draw_hash = overlay_hash_draw_data(draw_data);
|
||||
const auto &io = ImGui::GetIO();
|
||||
const int display_w = static_cast<int>(std::ceil(io.DisplaySize.x));
|
||||
const int display_h = static_cast<int>(std::ceil(io.DisplaySize.y));
|
||||
const bool size_matches = (this->d3d9_last_display_w == display_w
|
||||
&& this->d3d9_last_display_h == display_h);
|
||||
if (this->d3d9_has_last_draw_hash
|
||||
&& draw_hash == this->d3d9_last_draw_hash
|
||||
&& size_matches) {
|
||||
this->d3d9_frame_dirty = false;
|
||||
break;
|
||||
}
|
||||
this->d3d9_last_draw_hash = draw_hash;
|
||||
this->d3d9_has_last_draw_hash = true;
|
||||
this->d3d9_last_display_w = display_w;
|
||||
this->d3d9_last_display_h = display_h;
|
||||
this->d3d9_frame_dirty = true;
|
||||
} else {
|
||||
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
break;
|
||||
#ifdef SPICE_D3D11
|
||||
case OverlayRenderer::D3D11:
|
||||
@@ -619,6 +692,23 @@ void overlay::SpiceOverlay::render() {
|
||||
auto height = static_cast<size_t>(std::ceil(io.DisplaySize.y));
|
||||
auto pixels = width * height;
|
||||
|
||||
// skip the (expensive) full software rasterization when the draw data
|
||||
// is byte-identical to the previous frame and the existing pixel
|
||||
// buffer still matches the current display size.
|
||||
const auto *draw_data = ImGui::GetDrawData();
|
||||
const uint64_t draw_hash = overlay_hash_draw_data(draw_data);
|
||||
const bool size_matches = (this->pixel_data_width == width
|
||||
&& this->pixel_data_height == height
|
||||
&& this->pixel_data.size() >= pixels);
|
||||
if (this->sw_has_last_draw_hash
|
||||
&& draw_hash == this->sw_last_draw_hash
|
||||
&& size_matches) {
|
||||
this->sw_pixels_dirty = false;
|
||||
break;
|
||||
}
|
||||
this->sw_last_draw_hash = draw_hash;
|
||||
this->sw_has_last_draw_hash = true;
|
||||
|
||||
// make sure buffer is big enough
|
||||
if (this->pixel_data.size() < pixels) {
|
||||
this->pixel_data.resize(pixels, 0);
|
||||
@@ -635,6 +725,7 @@ void overlay::SpiceOverlay::render() {
|
||||
imgui_sw::paint_imgui(&this->pixel_data[0], width, height, options);
|
||||
pixel_data_width = width;
|
||||
pixel_data_height = height;
|
||||
this->sw_pixels_dirty = true;
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -647,6 +738,16 @@ void overlay::SpiceOverlay::render() {
|
||||
this->has_pending_frame = false;
|
||||
}
|
||||
|
||||
void overlay::SpiceOverlay::d3d9_render_draw(const bool force_submit) {
|
||||
if (this->renderer != OverlayRenderer::D3D9) {
|
||||
return;
|
||||
}
|
||||
if (!force_submit && !this->d3d9_frame_dirty) {
|
||||
return;
|
||||
}
|
||||
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
|
||||
void overlay::SpiceOverlay::update() {
|
||||
|
||||
// check overlay toggle
|
||||
@@ -795,6 +896,10 @@ void overlay::SpiceOverlay::reset_invalidate() {
|
||||
}
|
||||
switch (overlay::OVERLAY->renderer) {
|
||||
case OverlayRenderer::D3D9:
|
||||
if (cfg::CONFIGURATOR_STANDALONE) {
|
||||
overlay::OVERLAY->d3d9_has_last_draw_hash = false;
|
||||
overlay::OVERLAY->d3d9_frame_dirty = true;
|
||||
}
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
break;
|
||||
#ifdef SPICE_D3D11
|
||||
|
||||
@@ -83,6 +83,9 @@ namespace overlay {
|
||||
void window_add(Window *wnd);
|
||||
void new_frame();
|
||||
void render();
|
||||
// configurator-only (spicecfg D3D9): submit ImGui draw data inside BeginScene
|
||||
// after render() when the frame is being presented. In-game overlay draws in render().
|
||||
void d3d9_render_draw(bool force_submit = false);
|
||||
void update();
|
||||
void toggle_active(bool overlay_key = false);
|
||||
void show_main_menu();
|
||||
@@ -139,6 +142,16 @@ namespace overlay {
|
||||
OverlayRenderer renderer;
|
||||
float total_elapsed = 0.f;
|
||||
|
||||
// set to true by the SOFTWARE renderer when the pixel buffer was updated
|
||||
// in the most recent render() call. Allows the configurator's WM_PAINT
|
||||
// driver to skip its full-window InvalidateRect on idle frames where the
|
||||
// ImGui draw data is bitwise-identical to the previous frame.
|
||||
bool sw_pixels_dirty = false;
|
||||
|
||||
// configurator-only (spicecfg D3D9): set by render() when ImGui draw data
|
||||
// changed since the last submitted frame; configurator skips Clear/Present when false.
|
||||
bool d3d9_frame_dirty = false;
|
||||
|
||||
private:
|
||||
|
||||
HWND hWnd = nullptr;
|
||||
@@ -159,6 +172,13 @@ namespace overlay {
|
||||
std::vector<uint32_t> pixel_data;
|
||||
size_t pixel_data_width = 0;
|
||||
size_t pixel_data_height = 0;
|
||||
uint64_t sw_last_draw_hash = 0;
|
||||
bool sw_has_last_draw_hash = false;
|
||||
|
||||
uint64_t d3d9_last_draw_hash = 0;
|
||||
bool d3d9_has_last_draw_hash = false;
|
||||
int d3d9_last_display_w = 0;
|
||||
int d3d9_last_display_h = 0;
|
||||
|
||||
std::vector<std::unique_ptr<Window>> windows;
|
||||
|
||||
|
||||
@@ -78,6 +78,10 @@ namespace overlay::windows {
|
||||
this->flags |= ImGuiWindowFlags_NoTitleBar;
|
||||
this->flags |= ImGuiWindowFlags_NoCollapse;
|
||||
this->flags |= ImGuiWindowFlags_NoDecoration;
|
||||
// prevent the parent window from absorbing wheel events when a hovered
|
||||
// child has no scrollable content (otherwise the parent's tiny overflow
|
||||
// causes the whole UI to jolt by a few pixels each tick)
|
||||
this->flags |= ImGuiWindowFlags_NoScrollWithMouse;
|
||||
}
|
||||
this->flags |= ImGuiWindowFlags_MenuBar;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user