Integrate the previously created frame time graph component
into iidxhook 1 to 8. iidxhook9 uses d3d9ex which still requires
a separate hook implementation for imgui.
Guard the feature with a switch as it might have some performance
impact and it’s something that is only required to be turned on
when needed.
A overlay window showing the a frame time graph with
the current frame time, ~10 seconds of history as well
as reference lines for the current avg. and a configurable
target frame time.
This is considered a debug tool to support in any efforts
that are related to understanding current frame times
of the games. More specifically this can be used to asses
impact of any bemanitools hooking to the game’s main
(render) loop.
For now, we focus on internal overlays for bemanitools
that hook into an existing d3d9 context. The current
abstraction is fairly thin and should be fine as a start.
Implementations are called “components” and hook
up with a single frame_update function to execute
and logic and drawing updates with imgui
Version 1.91.7 of the imgui library with the cimgui wrapper.
imgui allows us to easily create minimal and powerful UI for
use-cases like in-game overlays or separate tooling.
The additional wrappers cimgui_impl_dx9 and cimgui_impl_win32
were added to provide a full C linkage integration for the rest
of the code base.
Tweaks to the makefile were kept to a minimum but enable
compilation of C++ since imgui is C++ based.
Remark: At this point bemanitools itself is still to be kept a pure
C codebase. Due to the lack of proper module/library management
with the current build system in bemanitools 5, proper separation
of concerns and clean integration with external libraries isn’t
possible with reasonable effort.
Summary:
Test Plan:
An open source re-implementation of the “NvDisplayConfigLDJ"
tool with additional enhancements.
This can be used to tweak your nvidia GPU driver settings to
create custom display timings to address IIDX’s requirement
if expecting proper display timings. This can also be used for
any legacy IIDX versions that even expect very specific display
timings, e.g. 59.95 or 60.05 hz.
Furthermore, creating application profiles allows further tweaks
to important GPU settings such as the current performance mode
setting. This is crucial to ensure the GPU is not going into any
kind of power saving states which results in non-smooth
scrolling during gameplay and micro stuttering that cannot
be measured on application level.