Text and the SVG button images are mixed on screen, so they now share
UIDropShadowParams (3 UI units of blur, 0.66 intensity, no offset, the
atlas's existing look) instead of the text having its own.
draw_text.cpp included <windows.h> directly, whose min/max macros broke
the std::max calls added here. Include CommonWindows.h instead.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
CompositeDropShadow in Common/Render/DropShadow.cpp blurs a premultiplied
RGBA image's alpha (with an optional offset) and composites the image
over it. The atlas's AddDropShadow and TextDrawer::AddDropShadow are now
thin wrappers that pick the parameters.
The blur scatters only the non-transparent texels, which makes atlas
shadows 3-7x faster than the old gather-with-clamping version. Atlas
output is unchanged apart from rounding (alpha differs by at most 1).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The backend rasterizes coverage (or color, for emoji) as usual, then a
shared CPU pass pads the bitmap, blurs an offset copy of the coverage
and composites the text over it as RGBA8888. Blur and offset scale with
the font size and with DPI. The flag is part of the string cache key,
and the text is still aligned by its own size, with the quad grown to
fit the shadow.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
MeasureString was slow mostly because of wrapping: DrawStringRect and
MeasureStringRect re-ran the word wrapper every frame, and it measures
every prefix of every word. Wrapped strings are now cached. The caches
are unordered_maps with an xxhash of the key, and lookups reuse a key
buffer so a hit doesn't allocate. UIContext also skips switching fonts
when measuring in the current style. In a Mac debug build, 200 cached
measures go from 0.26 to 0.06 ms and 10 wrapped paragraphs from 2.1 to
0.01 ms per frame.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Our Qt backend has long been left behind and doesn't even support Vulkan
currently. There would be a lot of work to make it viable, and I don't
think anyone is really interested.
ImGui on SDL will soon fulfill the need for a more classic user interface
with a menu bar on Linux, and on Mac we already have a native UI.
The D2D-based text renderer requires a D3D11 context, which confuses
RenderDoc (it doesn't permit multiple 3D APIs in the same process).
So, let's restore the old GDI renderer and use it if RenderDoc is attached.
See #21638
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
* Wrap the display globals in a struct
Makes it easier to search/replace these, for future refactorings.
* Some renaming
* Qt buildfix, also fix the Qt build on Mac (got broken with battery changes)
* Attempt at buildfixing ios
* UWP buildfix