Compare commits

...

2 Commits

Author SHA1 Message Date
lizzie 3133a53873 2026-09-07 20:08:08
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2026-09-07 20:08:08 +00:00
xbzk 74ccea3def [debug,android] expose extend logging setting on android (#4340)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
Team asked (gido/cam/liz). No idea what for. Not tested, but should be good.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4340
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-09-07 08:56:51 +02:00
6 changed files with 68 additions and 57 deletions
@@ -83,6 +83,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
SHOW_SHADERS_BUILDING("show_shaders_building"), SHOW_SHADERS_BUILDING("show_shaders_building"),
DEBUG_FLUSH_BY_LINE("flush_line"), DEBUG_FLUSH_BY_LINE("flush_line"),
EXTENDED_LOGGING("extended_logging"),
DONT_SHOW_DRIVER_SHADER_WARNING("dont_show_driver_shader_warning"), DONT_SHOW_DRIVER_SHADER_WARNING("dont_show_driver_shader_warning"),
ENABLE_OVERLAY("enable_overlay"), ENABLE_OVERLAY("enable_overlay"),
@@ -262,6 +262,13 @@ abstract class SettingsItem(
descriptionId = R.string.flush_by_line_description descriptionId = R.string.flush_by_line_description
) )
) )
put(
SwitchSetting(
BooleanSetting.EXTENDED_LOGGING,
titleId = R.string.extended_logging,
descriptionId = R.string.extended_logging_description
)
)
val dockedModeSetting = object : AbstractBooleanSetting { val dockedModeSetting = object : AbstractBooleanSetting {
override val key = BooleanSetting.USE_DOCKED_MODE.key override val key = BooleanSetting.USE_DOCKED_MODE.key
@@ -1323,6 +1323,7 @@ class SettingsFragmentPresenter(
add(HeaderSetting(R.string.log)) add(HeaderSetting(R.string.log))
add(BooleanSetting.DEBUG_FLUSH_BY_LINE.key) add(BooleanSetting.DEBUG_FLUSH_BY_LINE.key)
add(BooleanSetting.EXTENDED_LOGGING.key)
add(StringSetting.LOG_FILTER.key) add(StringSetting.LOG_FILTER.key)
} }
@@ -636,6 +636,8 @@
<string name="log">Logging</string> <string name="log">Logging</string>
<string name="flush_by_line">Flush debug logs by line</string> <string name="flush_by_line">Flush debug logs by line</string>
<string name="flush_by_line_description">Flushes debugging logs on each line written, making debugging easier in cases of crashing or freezing.</string> <string name="flush_by_line_description">Flushes debugging logs on each line written, making debugging easier in cases of crashing or freezing.</string>
<string name="extended_logging">Enable extended logging</string>
<string name="extended_logging_description">Increases the maximum log file size from 100 MiB to 1 GiB.</string>
<string name="log_filter">Log filter</string> <string name="log_filter">Log filter</string>
<string name="log_filter_description">Controls Eden\'s log categories. Example: *:Info Service.LM:Debug</string> <string name="log_filter_description">Controls Eden\'s log categories. Example: *:Info Service.LM:Debug</string>
+40 -44
View File
@@ -7,69 +7,65 @@
#version 460 #version 460
#ifdef VULKAN #ifdef VULKAN
#define BINDING_COLOR_TEXTURE 1 #define BINDING_COLOR_TEXTURE 1
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv #else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
#define BINDING_COLOR_TEXTURE 0 #define BINDING_COLOR_TEXTURE 0
#endif #endif
layout (location = 0) in vec4 posPos; layout (location = 0) in vec4 posPos;
layout (location = 0) out vec4 frag_color; layout (location = 0) out vec4 frag_color;
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
const float FXAA_SPAN_MAX = 8.0; const float FXAA_SPAN_MAX = 8.0;
const float FXAA_REDUCE_MUL = 1.0 / 8.0; const float FXAA_REDUCE_MUL = 1.0 / 8.0;
const float FXAA_REDUCE_MIN = 1.0 / 128.0; const float FXAA_REDUCE_MIN = 1.0 / 128.0;
#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o)
vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) { vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
mat4x3 rgb_matrix = mat4x3(
vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; textureLod(tex, posPos.zw, 0.0).xyz,
vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz; textureLodOffset(tex, posPos.zw, 0.0, ivec2(1, 0)).xyz,
vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz; textureLodOffset(tex, posPos.zw, 0.0, ivec2(0, 1)).xyz,
vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz; textureLodOffset(tex, posPos.zw, 0.0, ivec2(1, 1)).xyz
vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz; );
/*---------------------------------------------------------*/ vec3 rgbM = textureLod(tex, posPos.xy, 0.0).xyz;
vec3 luma = vec3(0.299, 0.587, 0.114); vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma); // vec4(dot(m1, l), dot(m2, l), ...) => m * l
float lumaNE = dot(rgbNE, luma); vec4 lume_per_rgb = luma * rgb_matrix;
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma); float lumaM = dot(rgbM, luma);
/*---------------------------------------------------------*/ float lumaMin = min(lumaM, min(min(lume_per_rgb.x, lume_per_rgb.y), min(lume_per_rgb.z, lume_per_rgb.w)));
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lume_per_rgb.x, lume_per_rgb.y), max(lume_per_rgb.z, lume_per_rgb.w)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir = vec2(
/*---------------------------------------------------------*/ -((lume_per_rgb.x + lume_per_rgb.y) - (lume_per_rgb.z + lume_per_rgb.w)),
vec2 dir; +((lume_per_rgb.x + lume_per_rgb.z) - (lume_per_rgb.y + lume_per_rgb.w))
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); );
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float rcp_dir_min = 1.0 / (min(abs(dir.x), abs(dir.y)) + max(
/*---------------------------------------------------------*/ (lume_per_rgb.x + lume_per_rgb.y + lume_per_rgb.z + lume_per_rgb.w) * (0.25 * FXAA_REDUCE_MUL),
float dirReduce = max( FXAA_REDUCE_MIN
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), ));
FXAA_REDUCE_MIN); dir = min(
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); vec2(FXAA_SPAN_MAX),
dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX), dir * rcp_dir_min)
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), );
dir * rcpDirMin)) / textureSize(tex, 0); // Constants (calculating via division is faster)
/*--------------------------------------------------------*/ mat4x2 const_dir = mat4x2(
(1.0 / 3.0 - 0.5) / textureSize(tex, 0),
(2.0 / 3.0 - 0.5) / textureSize(tex, 0),
(0.0 / 3.0 - 0.5) / textureSize(tex, 0),
(3.0 / 3.0 - 0.5) / textureSize(tex, 0)
);
// dir * const_dir[i] => dir * const_dir => vec4
vec3 rgbA = (1.0 / 2.0) * ( vec3 rgbA = (1.0 / 2.0) * (
FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz + textureLod(tex, fma(dir, const_dir[0], posPos.xy), 0.0).xyz +
FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz); textureLod(tex, fma(dir, const_dir[1], posPos.xy), 0.0).xyz
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( );
FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz + vec3 rgbB = fma(rgbA, vec3(1.0 / 2.0), (1.0 / 4.0) * (
FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz); textureLod(tex, fma(dir, const_dir[2], posPos.xy), 0.0).xyz +
textureLod(tex, fma(dir, const_dir[3], posPos.xy), 0.0).xyz
));
float lumaB = dot(rgbB, luma); float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; return ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
return rgbB;
} }
void main() { void main() {
frag_color = vec4(FxaaPixelShader(posPos, input_texture), texture(input_texture, posPos.xy).a); frag_color = vec4(FxaaPixelShader(posPos, input_texture), texture(input_texture, posPos.xy).a);
} }
+17 -13
View File
@@ -7,31 +7,35 @@ out gl_PerVertex {
vec4 gl_Position; vec4 gl_Position;
}; };
const vec2 vertices[3] =
vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
layout (location = 0) out vec4 posPos; layout (location = 0) out vec4 posPos;
#ifdef VULKAN #ifdef VULKAN
#define BINDING_COLOR_TEXTURE 0 #define BINDING_COLOR_TEXTURE 0
#define VERTEX_ID gl_VertexIndex #define VERTEX_ID gl_VertexIndex
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv #else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
#define BINDING_COLOR_TEXTURE 0 #define BINDING_COLOR_TEXTURE 0
#define VERTEX_ID gl_VertexID #define VERTEX_ID gl_VertexID
#endif #endif
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
const float FXAA_SUBPIX_SHIFT = 0; const float FXAA_SUBPIX_SHIFT = 0;
void main() { void main() {
vec2 vertex = vertices[VERTEX_ID]; // 0b00 -> (-1, -1) 0b01 -> (-1, 3) 0b10 -> (3, -1)
gl_Position = vec4(vertex, 0.0, 1.0); // ((x * 4) - 1) => 3
vec2 vert_tex_coord = (vertex + 1.0) / 2.0; // :: (v + 1) / 2 => ((x * 4) + 1) / 2
posPos.xy = vert_tex_coord; // => (x * 4 + 1) / 2 => x * (4 / 2) + 1 / 2
posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0); // :: (v+1)/2 => v/2 + 1/2 => v*(1/2) + (1/2)
gl_Position = vec4(vec2(
float(((VERTEX_ID & 1) << 2) - 1),
float(((VERTEX_ID & 2) << 1) - 1)
), 0.0, 1.0);
posPos = vec2(
float((VERTEX_ID & 1) << 1),
float((VERTEX_ID & 2) << 0)
).xyxy - vec4(
0.0,
0.0,
(0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0)
);
} }