GPUDevice: Move display logic to GPU
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@ -203,7 +203,15 @@ void Host::DisplayLoadingScreen(const char* message, int progress_min /*= -1*/,
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ImGui::PopStyleVar(2);
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ImGui::EndFrame();
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g_gpu_device->Render(false);
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// TODO: Glass effect or something.
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if (g_gpu_device->BeginPresent(false))
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{
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g_gpu_device->RenderImGui();
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g_gpu_device->EndPresent();
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}
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ImGui::NewFrame();
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}
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@ -443,9 +451,10 @@ void ImGuiManager::DrawPerformanceOverlay()
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
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ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.0f);
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ImGui::PushFont(fixed_font);
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if (ImGui::Begin("##frame_times", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs))
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{
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ImGui::PushFont(fixed_font);
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auto [min, max] = GetMinMax(System::GetFrameTimeHistory());
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// add a little bit of space either side, so we're not constantly resizing
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@ -487,9 +496,9 @@ void ImGuiManager::DrawPerformanceOverlay()
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win_dl->AddText(
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ImVec2(wpos.x + history_size.x - text_size.x - spacing, wpos.y + history_size.y - fixed_font->FontSize),
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IM_COL32(255, 255, 255, 255), text.GetCharArray(), text.GetCharArray() + text.GetLength());
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ImGui::PopFont();
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}
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ImGui::End();
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ImGui::PopFont();
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ImGui::PopStyleVar(5);
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ImGui::PopStyleColor(3);
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}
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