* Fix flip status on close
* Store equeues by handle instead of pointer
As is, a game could call sceKernelDeleteEqueue on the equeue registered for flip/vblank events, and terminate the equeue while our VideoOut driver retains a valid pointer to it.
Changing to storing the equeue handle means we can check if the equeue still exists and prevent this.
* Remove flip and vblank events on sceVideoOutClose
* Don't forget to clear vectors
* Oops
Intended to erase the memset on FlipStatus, not VblankStatus.
* Remove dead code from EqueueInternal::WaitForEvents
No longer necessary now that we avoid using small timers when falling back on equeue logic.
* Refactor type names
Might as well
* Properly define OrbisKernelEqueue as a handle
Most of the functions using an "OrbisKernelEqueue" call directly into kevent. Therefore, OrbisKernelEqueue should be a equeue handle.
* Clang
* Widen OrbisKernelEqueue type
On real hardware, it's some value that contains the handle, as opposed to just the handle itself.
* kqueue implementation
The easy part
* Hardware-accurate timer data
Needed to make kevent simpler for these uses.
* Move callback scheduling to EqueueInternal::AddEvent
kevent would become excessively bloated if I needed to deal with that in there.
* posix_kevent
kevent is a bit of a pain, for now I've implemented as much as libkernel actually uses for it's wrappers, and left error logs to skip behavior when necessary.
* Log calls
* Apple, why are you calling fstat on an equeue?
* presenter: render the game inside a ImGui window
* presenter: render the previous frame to keep the render rendering
* swapchain: fix swapchain image view format not being converted to unorm
* devtools: fix frame graph timing
* `RendererVulkan` -> `Presenter`
* support for Video Out gamma setting
* sRGB hack removed
* added post process pass to presenter
* splash functionality restored
* video info: add frame graph
Toggle advanced info with CTRL+F10.
Also fixed imgui using gamepad for nav in wrong situations
* 60fps!
Implemented a timer that accumulates the time spent sleeping and sleeps for the remaining time.
Also measure entire PresentThread time instead of just the time spent in Flip.
* sceKernelGettimeofday: replace chrono by win32 api. Better performance
bb uses this function too much. Consuming almost 30% of cpu time
* added imgui as dependency
* imgui renderer/basic input implementation
* imgui: add layers system
Add video info layer to show fps. Press F10 to toggle it.
* imgui: add custom imgui config
* imgui: gamepad capture, stopping propagation
* imgui: changed config & log file path to use portable dir
* videoout: render blank frame when video output is closed
required to render imgui even when game has no video output
- fixed merge compile-error