Moved implementation to dedicated class 'CImguiSystem' with the following changes:
* Added mutex for ImGui_ImplWin32_WndProcHandler(), the window proc is ran from a different thread than CImguiSystem::SampleFrame() is being called from. Needs a mutex as both functions interact with the input queue list.
* Added init stages for debugging and preventing the system from running certain parts of the code if a certain stage hasn't been reached yet.
* NULL out ImGuiContext::ConfigNavWindowingKeyNext , we don't need any nav window shortcuts as users don't need then in-game, and it also interferes with certain key binds some users have.
* CImguiSystem::SampleFrame() (previously ImguiSystem_SampleFrame()), is now being called from CMaterialSystem::SwapBuffers(), as that function is called from the main thread while also getting updated during level loads/etc, so instead of switching between 2 static buffers for as long as the levels are being loaded, we imgui updates properly too and directly swap afterwards.
* Removed hack in CGame::WindowProc() where we would only run windowproc if we aren't shutting the game down. This was needed as there was a chance of a crash at some rare cases, but this was simply due to a missing mutex which has been addressed and fixed as of this commit.
* Lock mutex during init and shutdown.
ImGui drawing code now takes place in the main thread, a snapshot of the render data is created in CMaterialSystem::SwapBuffers(), and is being rendered in the render thread right before SpinPresent().
The reason why this was necessary, is because ConVar::GetString() isn't thread safe if its not marked FCVAR_MATERIAL_SYSTEM_THREAD or FCVAR_ACCESSIBLE_FROM_THREADS, and we used it for the console suggestions window, which iterates over every ConVar, accessible from threads or not.
Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.
This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).
Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
DrawImGui should be called BEFORE ID3D11DeviceContext::ClearRenderTargetView() or ID3D11DeviceContext::End(). Moved drawing code to SpinPresent which is just before the clear/end calls are being made. Console now draws in the 4:3/5:4 aspect ratio video modes.
Testing revealed better latency reduction when moved directly here as we also take into account the additional buffy copy's the game does in SpinPresent, our new render thread frame limiter and and ImGui. The difference is very large when the render thread frame limiter is used. The code still passes NVIDIA's reflex testing utility after this patch.
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
Some parts of the engine have to be rebuild in order to implement this correctly, therefore, it has been removed for now to avoid potential performance problems.
fps_max_rt and fps_max_gfx have been limited to 295 to avoid a contest with the engine's hard limit causing huge performance hits.
Propagated latency markers in an attempt to further reduce input latency. Code is pending rigorous testing on several systems, including systems powered by an AMD GPU to make sure we are not impacting performance on systems that does NOT support NVIDIA Reflex.
Limits frames at a much higher level of precision than 'fps_max' and 'fps_max_gfx', probably ideal to reduce input latency even more. Also changed the logic of the NVIDIA Reflex frame limiter, to which it would use the desktop's refresh rate if set to '-1'. The new render thread frame limiter has a similar behavior. Using desktop refresh rates on the render thread or NVIDIA Reflex frame limiter requires 'fps_max' to be set to 0 (unlimited), as it would otherwise result in a major performance drop due to a contest if fps_max_(gfx/rt) is set to a similar number as fps_max.
Find regex pattern:
inline auto ([a-zA-Z0-9_]+) = ([a-zA-Z0-9_]+)\.RCast<([a-zA-Z0-9_:<>*]+) *\(\*\)\(([^)]*)\)>\(\);
Replace regex pattern:
inline $3(*$1)($4);
This commit also removes the unnecessary initialization (which was required to type the auto variables),
and therefore removed 6kb of unnecessary dynamic initialization code.
When and after 'Host_Shutdown()' is called, the window handle is still valid, thus the handler still gets called. This gets destroyed in 'OnShutdown()' called from 'CEngineAPI::RunListenServer()'. But we do shutdown the ImGui implementation in 'Host_Shutdown()'... Therefore, we should check if the implementation is initialized or not before running the window procedure handler.
The 'DirectX_Init()' call was performed late in code, shortly after the window has been created (at this point all device objects and window handles are valid), but the 'DirectX_Shutdown()' call was performed on DLL_DETACH, which was way too late, as the objects were already destroyed at this point. This wasn't an issue before, as we created our own objects in the old DX code. But due to optimizations, we were using the same pointers as the game (noticeable performance boost), but did not adjust the shutdown to accommodate the changes. The shutdown is now performed while the device objects and window handles are valid. Code has been tested on Nvidia and AMD systems, and has confirmed to fix the aforementioned issues.
The shutdown patch from commit '48c2401c' created another bug where all inputs get collated, and once drawn, emitted to the ImGui interfaces. The patch has been undone, and the 'ImGui_ImplDX11_Shutdown()' call has been placed before 'ImGui_ImplWin32_Shutdown()', as this was how it was performed according to the official documentation and examples provided by Dear ImGui. The call 'ImGui::DestroyContext()' has also been added (taken from the examples). Removed redundant static global bool.
Fix a rare crash that occurs in AMD driver code, when ImGui shutdown was called. The crash did not occur if the library was shutdown after having rendered one of the ImGui panels for one frame. The fix is to just never call 'ImGui_ImplDX11_NewFrame()', 'ImGui_ImplWin32_NewFrame()' and 'ImGui::NewFrame()', 'ImGui::EndFrame()', 'ImGui::Render()' if none of the windows are visible. code has been tested on a system that would trigger the crash, and after the patch, the crash no longer happened.
Moved, and renamed to 'CreateTextureResource'. Reason for move was that the rtech libraries is used by server and client, and using this on dedicated requires linking directx libraries, as it has to be hooked (even when not used). Moved to client only code to avoid having to hook it. Material system is no longer linked to the dedicated server module, as nothing from it was getting used.
Refactored code to only feature game pointers, this avoids the unnecessary overhead that was previously caused by creating our own device pointers, swapchain, etc.. This commit also fixes the classic 'black screen' problem when the aspect ratio is set to 4:3 - 5:4, however, a similar bug returned for this causing Dear ImGui to not draw at all when the aspect ratio is set to 4:3 - 5:4. This commit also moves the old HwndProc hook to 'CGame::WindowProc'.
This menu isn't in much need, in fact; we didn't even knew it existed until someone started to complain about it! Currently, the drawing logic isn't setup to support this properly either. Disabled the shortcut menu.
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.
TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
This commit fixes a bug causing all input to be lost. This gets triggered when either the console or server browser window is drawing while the user tabs out of the full-screen window, or resizes the game window.
'ImGuiConfig::Load()' was loading from the new path, however 'ImGuiConfig::Save()' was not. Defined path as constant expression to avoid this problem in the future. Also loading the files through the engine's API from now on.
* Fix history duplication by removing trailing white space characters from submitted commands in console.
* Fix out of range exception caused by caching svConVar.size() in CConsole::BuildSummary while we are modifying it.
* Fixed memory leak caused by extraneous Strdup calls in CConsole.
* Renamed variables and structure members, static vars in id3dx.cpp are not prefixed with s_, IBrowser_Config is now m_BrowserConfig.
* Performed code cleanup in id3dx.cpp.
Previously we enabled/disabled the input system each frame, depending on the state of the ImGui windows. This commit changes the behavior into only enabling/disabling when the menu's are closed (either through the keyboard or the close button).
I added a simple callback to ImGui::Begin which will be called when the close button on the ImGui panel is pressed and the callback pointer isn't nullptr, this was required as there was otherwise no way to determine when the close button was clicked.
* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.
When fatal is set, the function will show a error dialogue, which will halt the process and close when the message is dismissed. Else we will end up in a crash.