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Overlay system
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parent
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commit
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13 changed files with 1088 additions and 19 deletions
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@ -1,10 +1,14 @@
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Overlay;
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using Ryujinx.Graphics.Texture;
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using Ryujinx.Memory.Range;
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using SkiaSharp;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu
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@ -15,6 +19,8 @@ namespace Ryujinx.Graphics.Gpu
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public class Window
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{
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private readonly GpuContext _context;
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private readonly OverlayManager _overlayManager;
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private DateTime _lastUpdateTime = DateTime.UtcNow;
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/// <summary>
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/// Texture presented on the window.
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@ -98,8 +104,12 @@ namespace Ryujinx.Graphics.Gpu
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public Window(GpuContext context)
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{
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_context = context;
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_overlayManager = new OverlayManager();
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_frameQueue = new ConcurrentQueue<PresentationTexture>();
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// Initialize controller overlay
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InitializeControllerOverlay();
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}
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/// <summary>
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@ -207,6 +217,9 @@ namespace Ryujinx.Graphics.Gpu
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texture.SynchronizeMemory();
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// Add overlays by modifying texture data directly
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AddOverlaysToTexture(texture);
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ImageCrop crop = new(
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(int)(pt.Crop.Left * texture.ScaleFactor),
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(int)MathF.Ceiling(pt.Crop.Right * texture.ScaleFactor),
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@ -244,6 +257,88 @@ namespace Ryujinx.Graphics.Gpu
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}
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}
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/// <summary>
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/// Initialize controller overlay
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/// </summary>
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private void InitializeControllerOverlay()
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{
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var controllerOverlay = new ControllerOverlay();
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_overlayManager.AddOverlay(controllerOverlay);
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}
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/// <summary>
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/// Add overlays to the texture using SkiaSharp
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/// </summary>
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/// <param name="texture">The texture to modify</param>
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private void AddOverlaysToTexture(Image.Texture texture)
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{
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try
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{
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// Calculate delta time for lifespan updates
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DateTime currentTime = DateTime.UtcNow;
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float deltaTime = (float)(currentTime - _lastUpdateTime).TotalSeconds;
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_lastUpdateTime = currentTime;
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// Update overlay animations
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_overlayManager.Update(deltaTime, new SKSize(texture.Info.Width, texture.Info.Height));
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// Get texture data from host texture
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using var pinnedData = texture.HostTexture.GetData();
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var data = pinnedData.Get().ToArray();
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if (data == null || data.Length == 0)
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return;
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int width = texture.Info.Width;
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int height = texture.Info.Height;
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int bytesPerPixel = texture.Info.FormatInfo.BytesPerPixel;
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// Determine the SKColorType based on bytes per pixel
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SKColorType colorType = bytesPerPixel switch
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{
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4 => SKColorType.Rgba8888,
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3 => SKColorType.Rgb888x,
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2 => SKColorType.Rgb565,
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_ => SKColorType.Rgba8888
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};
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// Create SKBitmap from texture data
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var imageInfo = new SKImageInfo(width, height, colorType, SKAlphaType.Premul);
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using var bitmap = new SKBitmap(imageInfo);
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// Copy texture data to bitmap
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unsafe
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{
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fixed (byte* dataPtr = data)
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{
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bitmap.SetPixels((IntPtr)dataPtr);
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}
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}
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// Create canvas for drawing overlays
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using var canvas = new SKCanvas(bitmap);
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// Render all overlays
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_overlayManager.Render(canvas);
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// Copy modified bitmap data back to texture data array
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var pixels = bitmap.Bytes;
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if (pixels.Length <= data.Length)
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{
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Array.Copy(pixels, data, pixels.Length);
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}
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// Upload modified data back to texture
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var memoryOwner = MemoryOwner<byte>.Rent(data.Length);
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data.CopyTo(memoryOwner.Span);
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texture.HostTexture.SetData(memoryOwner); // SetData will dispose the MemoryOwner
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}
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catch (Exception ex)
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{
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// Silently fail if overlay rendering doesn't work
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System.Diagnostics.Debug.WriteLine($"Overlay rendering failed: {ex.Message}");
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}
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}
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/// <summary>
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/// Indicate that a frame on the queue is ready to be acquired.
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/// </summary>
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@ -267,5 +362,32 @@ namespace Ryujinx.Graphics.Gpu
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return false;
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}
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/// <summary>
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/// Show controller overlay with the provided input configurations
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/// </summary>
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/// <param name="inputConfigs">List of input configurations to display</param>
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/// <param name="durationSeconds">Duration to show the overlay in seconds</param>
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public void ShowControllerBindings(List<Common.Configuration.Hid.InputConfig> inputConfigs, int durationSeconds = 3)
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{
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var controllerOverlay = _overlayManager.FindOverlay("ControllerOverlay") as ControllerOverlay;
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controllerOverlay?.ShowControllerBindings(inputConfigs, durationSeconds);
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}
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/// <summary>
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/// Get the overlay manager for external access
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/// </summary>
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public OverlayManager GetOverlayManager()
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{
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return _overlayManager;
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}
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/// <summary>
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/// Dispose resources
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/// </summary>
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public void Dispose()
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{
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_overlayManager?.Dispose();
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}
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}
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}
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