jb, shogikai: double buffer overlay, run at ~60fps (#805)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change GDI bit blit overlay used exclusively for jubeat & shogikai was running at 30fps, which caused the Jubeat touch debug UI to not render fast enough. Run it at 60 fps, and also perform double buffering to avoid flickering. This could have been scoped to JB but I made the change for both. XP builds will keep running at 30fps since those people run on cabs with ancient hardware. ## Testing Tested jubeat and shogikai, overlay renders without flickering at 60 fps
This commit is contained in:
+61
-35
@@ -23,6 +23,7 @@
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#include "util/time.h"
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#include "util/utils.h"
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#include "gdi_overlay.h"
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#include "handler.h"
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#include "touch_gestures.h"
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#include "win7.h"
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@@ -38,6 +39,16 @@ static const int TOUCH_EVENT_BUFFER_SIZE = 1024 * 4;
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static const int TOUCH_EVENT_BUFFER_THRESHOLD1 = 1024 * 2;
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static const int TOUCH_EVENT_BUFFER_THRESHOLD2 = 1024 * 3;
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// timer id for the overlay repaint tick
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static const UINT_PTR SPICETOUCH_OVERLAY_TIMER_ID = 1;
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// overlay repaint interval; the WinXP-compat build stays at 30 FPS
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#if !SPICE_XP
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static const int SPICETOUCH_OVERLAY_TIMER_MS = 1000 / 60;
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#else
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static const int SPICETOUCH_OVERLAY_TIMER_MS = 1000 / 30;
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#endif // !SPICE_XP
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// in mainline spicetools, this was false (show by default)
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// in spice2x, this is true (hide by default)
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bool SPICETOUCH_CARD_DISABLE = true;
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@@ -309,7 +320,10 @@ static LRESULT CALLBACK SpiceTouchWndProc(HWND hWnd, UINT msg, WPARAM wParam, LP
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break;
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}
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case WM_TIMER: {
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InvalidateRect(hWnd, NULL, TRUE);
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// request a repaint; the frame is composed into an offscreen buffer, so no
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// background erase is needed (bErase = FALSE avoids a transparent flash)
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InvalidateRect(hWnd, NULL, FALSE);
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break;
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}
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case WM_PAINT: {
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@@ -341,45 +355,47 @@ static LRESULT CALLBACK SpiceTouchWndProc(HWND hWnd, UINT msg, WPARAM wParam, LP
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SWP_NOZORDER | SWP_NOREDRAW | SWP_NOREPOSITION | SWP_NOACTIVATE);
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}
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// render the software overlay to a bitmap BEFORE BeginPaint: the imgui
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// render is expensive, and running it between the background erase and the
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// blit leaves the window transparent long enough to flicker
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HBITMAP overlay_bitmap = nullptr;
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// render the software overlay before BeginPaint so only GDI composition
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// and the final blit happen while the window is being painted
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int overlay_width = 0, overlay_height = 0;
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uint32_t *overlay_pixels = nullptr;
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bool overlay_pixels_dirty = false;
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if (overlay_enabled) {
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overlay::OVERLAY->update();
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overlay::OVERLAY->new_frame();
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overlay::OVERLAY->render();
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uint32_t *pixel_data = overlay::OVERLAY.get()->sw_get_pixel_data(&overlay_width, &overlay_height);
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if (overlay_width > 0 && overlay_height > 0) {
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overlay_bitmap = CreateBitmap(overlay_width, overlay_height, 1, 8 * sizeof(uint32_t), pixel_data);
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}
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overlay_pixels = overlay::OVERLAY.get()->sw_get_pixel_data(
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&overlay_width, &overlay_height);
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overlay_pixels_dirty = overlay::OVERLAY->sw_pixels_dirty;
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}
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bool overlay_active = overlay_enabled && overlay::OVERLAY->get_active();
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// draw everything in a single BeginPaint/EndPaint (a WM_PAINT has one update
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// region, so a second BeginPaint would get an empty region), keeping only
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// fast blits between the background erase and EndPaint
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// compose the whole frame into an offscreen back buffer and present it with a
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// single blit; the window never shows a half-erased (transparent) surface
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// mid-paint, which is what caused the occasional flicker at higher frame rates
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PAINTSTRUCT paint {};
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HDC hdc = BeginPaint(hWnd, &paint);
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SetBkMode(hdc, TRANSPARENT);
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// blit the overlay bitmap
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if (overlay_bitmap) {
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RECT bufferRect {};
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GetClientRect(hWnd, &bufferRect);
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int buffer_width = bufferRect.right - bufferRect.left;
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int buffer_height = bufferRect.bottom - bufferRect.top;
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/*
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* draw bitmap
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* - this currently sets the background to black because of SRCCOPY
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* - SRCPAINT will blend but colors are wrong
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* - once this is figured out we could also try hooking WM_PAINT and
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* draw directly to the game window
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*/
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HDC hdcMem = CreateCompatibleDC(hdc);
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SelectObject(hdcMem, overlay_bitmap);
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BitBlt(hdc, 0, 0, overlay_width, overlay_height, hdcMem, 0, 0, SRCCOPY);
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DeleteDC(hdcMem);
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DeleteObject(overlay_bitmap);
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HBRUSH color_key_brush =
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(HBRUSH) GetClassLongPtr(hWnd, GCLP_HBRBACKGROUND);
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HDC draw_dc = touch_gdi_overlay_begin_frame(
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hdc,
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color_key_brush,
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buffer_width,
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buffer_height,
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overlay_pixels,
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overlay_pixels_dirty,
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overlay_width,
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overlay_height);
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if (draw_dc == nullptr) {
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EndPaint(hWnd, &paint);
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return 0;
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}
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// draw the insert-card button below the jubeat debug overlay; it is
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@@ -414,7 +430,7 @@ static LRESULT CALLBACK SpiceTouchWndProc(HWND hWnd, UINT msg, WPARAM wParam, LP
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SPICETOUCH_CARD_RECT = boxRect;
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// draw borders
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FillRect(hdc, &boxRect, brushBorder);
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FillRect(draw_dc, &boxRect, brushBorder);
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// modify box rect
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boxRect.left += 1;
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@@ -423,7 +439,7 @@ static LRESULT CALLBACK SpiceTouchWndProc(HWND hWnd, UINT msg, WPARAM wParam, LP
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boxRect.bottom -= 1;
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// fill box
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FillRect(hdc, &boxRect, brushFill);
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FillRect(draw_dc, &boxRect, brushFill);
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// modify box rect
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if (should_rotate) {
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@@ -435,19 +451,24 @@ static LRESULT CALLBACK SpiceTouchWndProc(HWND hWnd, UINT msg, WPARAM wParam, LP
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}
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// draw text
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SelectObject(hdc, SPICETOUCH_FONT);
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SetTextColor(hdc, RGB(0, 196, 0));
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DrawText(hdc, INSERT_CARD_TEXT, -1, &boxRect, DT_LEFT | DT_BOTTOM | DT_NOCLIP);
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SelectObject(draw_dc, SPICETOUCH_FONT);
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SetTextColor(draw_dc, RGB(0, 196, 0));
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DrawText(draw_dc, INSERT_CARD_TEXT, -1, &boxRect, DT_LEFT | DT_BOTTOM | DT_NOCLIP);
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// delete objects
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DeleteObject(brushFill);
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DeleteObject(brushBorder);
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}
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#if !SPICE_XP
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// draw the jubeat debug overlay on top (hidden while the overlay is active)
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if (overlay_enabled && !overlay_active && games::jb::touch_debug_overlay_enabled()) {
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games::jb::touch_draw_debug_overlay(hdc);
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games::jb::touch_draw_debug_overlay(draw_dc);
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}
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#endif // !SPICE_XP
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// present the composed frame in a single blit
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touch_gdi_overlay_present(hdc);
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EndPaint(hWnd, &paint);
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return 0;
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@@ -480,6 +501,11 @@ static LRESULT CALLBACK SpiceTouchWndProc(HWND hWnd, UINT msg, WPARAM wParam, LP
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return 0;
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}
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case WM_DESTROY: {
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touch_gdi_overlay_release();
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if (SPICETOUCH_FONT != nullptr) {
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DeleteObject(SPICETOUCH_FONT);
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SPICETOUCH_FONT = nullptr;
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}
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PostQuitMessage(0);
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return 0;
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}
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@@ -768,8 +794,8 @@ void touch_create_wnd(HWND hWnd, bool overlay) {
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// create instance
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overlay::OVERLAY.reset(new overlay::SpiceOverlay(touch_window));
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// draw overlay in 30 FPS
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SetTimer(touch_window, 1, 1000 / 30, NULL);
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// draw overlay repaint timer (30 FPS on WinXP, 60 FPS otherwise)
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SetTimer(touch_window, SPICETOUCH_OVERLAY_TIMER_ID, SPICETOUCH_OVERLAY_TIMER_MS, NULL);
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}
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}
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