mirror of
https://git.eden-emu.dev/eden-emu/eden.git
synced 2026-09-07 20:50:58 +00:00
Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 088df3a52f | |||
| 9bd8924aeb | |||
| 702fb672c2 | |||
| 4dca6ccdb1 | |||
| 06dc97a290 |
-1
@@ -83,7 +83,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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SHOW_SHADERS_BUILDING("show_shaders_building"),
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DEBUG_FLUSH_BY_LINE("flush_line"),
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EXTENDED_LOGGING("extended_logging"),
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DONT_SHOW_DRIVER_SHADER_WARNING("dont_show_driver_shader_warning"),
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ENABLE_OVERLAY("enable_overlay"),
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-7
@@ -262,13 +262,6 @@ abstract class SettingsItem(
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descriptionId = R.string.flush_by_line_description
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)
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)
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put(
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SwitchSetting(
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BooleanSetting.EXTENDED_LOGGING,
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titleId = R.string.extended_logging,
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descriptionId = R.string.extended_logging_description
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)
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)
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val dockedModeSetting = object : AbstractBooleanSetting {
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override val key = BooleanSetting.USE_DOCKED_MODE.key
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-1
@@ -1323,7 +1323,6 @@ class SettingsFragmentPresenter(
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add(HeaderSetting(R.string.log))
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add(BooleanSetting.DEBUG_FLUSH_BY_LINE.key)
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add(BooleanSetting.EXTENDED_LOGGING.key)
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add(StringSetting.LOG_FILTER.key)
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}
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@@ -636,8 +636,6 @@
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<string name="log">Logging</string>
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<string name="flush_by_line">Flush debug logs by line</string>
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<string name="flush_by_line_description">Flushes debugging logs on each line written, making debugging easier in cases of crashing or freezing.</string>
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<string name="extended_logging">Enable extended logging</string>
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<string name="extended_logging_description">Increases the maximum log file size from 100 MiB to 1 GiB.</string>
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<string name="log_filter">Log filter</string>
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<string name="log_filter_description">Controls Eden\'s log categories. Example: *:Info Service.LM:Debug</string>
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@@ -4,17 +4,16 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <thread>
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#include <chrono>
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#include <fmt/ranges.h>
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#include <math.h>
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#include "common/param_package.h"
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#include "common/settings.h"
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#include "common/thread.h"
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#include "common/steady_clock.h"
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#include "input_common/drivers/mouse.h"
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namespace InputCommon {
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constexpr int update_time = 10;
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constexpr float default_panning_sensitivity = 0.0010f;
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constexpr float default_stick_sensitivity = 0.0006f;
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constexpr float default_deadzone_counterweight = 0.01f;
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@@ -74,7 +73,7 @@ Mouse::Mouse(std::string input_engine_) : InputEngine(std::move(input_engine_))
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last_motion_change = {};
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}
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void Mouse::UpdateStickInput() {
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void Mouse::UpdateStickInput(Common::SteadyClock::time_point timestamp) {
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if (!IsMousePanningEnabled()) {
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return;
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}
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@@ -100,12 +99,9 @@ void Mouse::UpdateStickInput() {
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last_mouse_change *= clamped_decay;
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}
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void Mouse::UpdateMotionInput() {
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const float sensitivity =
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IsMousePanningEnabled() ? default_motion_panning_sensitivity : default_motion_sensitivity;
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const float rotation_velocity = std::sqrt(last_motion_change.x * last_motion_change.x +
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last_motion_change.y * last_motion_change.y);
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void Mouse::UpdateMotionInput(Common::SteadyClock::time_point timestamp) {
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const float sensitivity = IsMousePanningEnabled() ? default_motion_panning_sensitivity : default_motion_sensitivity;
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const float rotation_velocity = std::sqrt(last_motion_change.x * last_motion_change.x + last_motion_change.y * last_motion_change.y);
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// Clamp rotation speed
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if (rotation_velocity > maximum_rotation_speed / sensitivity) {
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@@ -121,7 +117,7 @@ void Mouse::UpdateMotionInput() {
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.accel_x = 0,
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.accel_y = 0,
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.accel_z = 0,
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.delta_timestamp = update_time * 1000,
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.delta_timestamp = u64(std::chrono::duration_cast<std::chrono::microseconds>(timestamp - last_notify_timestamp).count()),
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};
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if (IsMousePanningEnabled()) {
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@@ -177,8 +173,10 @@ void Mouse::Move(int x, int y, int center_x, int center_y) {
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}
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void Mouse::NotifyChanged() {
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UpdateStickInput();
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UpdateMotionInput();
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auto const timestamp = Common::SteadyClock::Now();
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UpdateStickInput(timestamp);
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UpdateMotionInput(timestamp);
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last_notify_timestamp = Common::SteadyClock::Now();
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}
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void Mouse::MouseMove(f32 touch_x, f32 touch_y) {
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@@ -7,7 +7,9 @@
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#pragma once
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#include <thread>
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#include <chrono>
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#include "common/steady_clock.h"
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#include "common/polyfill_thread.h"
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#include "common/vector_math.h"
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#include "input_common/input_engine.h"
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@@ -101,17 +103,18 @@ public:
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Common::Input::ButtonNames GetUIName(const Common::ParamPackage& params) const override;
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private:
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void UpdateStickInput();
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void UpdateMotionInput();
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void UpdateStickInput(Common::SteadyClock::time_point timestamp);
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void UpdateMotionInput(Common::SteadyClock::time_point timestamp);
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bool IsMousePanningEnabled();
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Common::Input::ButtonNames GetUIButtonName(const Common::ParamPackage& params) const;
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Common::Vec2<int> mouse_origin;
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Common::Vec2<int> last_mouse_position;
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Common::Vec2<float> last_mouse_change;
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Common::Vec3<float> last_motion_change;
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Common::Vec2<int> wheel_position;
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Common::Vec2<int> mouse_origin{};
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Common::Vec2<int> last_mouse_position{};
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Common::Vec2<float> last_mouse_change{};
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Common::Vec3<float> last_motion_change{};
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Common::Vec2<int> wheel_position{};
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Common::SteadyClock::time_point last_notify_timestamp{};
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bool button_pressed = false;
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};
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@@ -7,65 +7,69 @@
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#version 460
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (location = 0) in vec4 posPos;
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layout (location = 0) out vec4 frag_color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SPAN_MAX = 8.0;
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const float FXAA_REDUCE_MUL = 1.0 / 8.0;
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const float FXAA_REDUCE_MIN = 1.0 / 128.0;
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#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o)
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vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
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mat4x3 rgb_matrix = mat4x3(
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textureLod(tex, posPos.zw, 0.0).xyz,
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textureLodOffset(tex, posPos.zw, 0.0, ivec2(1, 0)).xyz,
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textureLodOffset(tex, posPos.zw, 0.0, ivec2(0, 1)).xyz,
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textureLodOffset(tex, posPos.zw, 0.0, ivec2(1, 1)).xyz
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);
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vec3 rgbM = textureLod(tex, posPos.xy, 0.0).xyz;
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vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
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vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz;
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vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz;
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vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz;
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vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
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/*---------------------------------------------------------*/
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vec3 luma = vec3(0.299, 0.587, 0.114);
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// vec4(dot(m1, l), dot(m2, l), ...) => m * l
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vec4 lume_per_rgb = luma * rgb_matrix;
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lume_per_rgb.x, lume_per_rgb.y), min(lume_per_rgb.z, lume_per_rgb.w)));
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float lumaMax = max(lumaM, max(max(lume_per_rgb.x, lume_per_rgb.y), max(lume_per_rgb.z, lume_per_rgb.w)));
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vec2 dir = vec2(
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-((lume_per_rgb.x + lume_per_rgb.y) - (lume_per_rgb.z + lume_per_rgb.w)),
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+((lume_per_rgb.x + lume_per_rgb.z) - (lume_per_rgb.y + lume_per_rgb.w))
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);
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float rcp_dir_min = 1.0 / (min(abs(dir.x), abs(dir.y)) + max(
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(lume_per_rgb.x + lume_per_rgb.y + lume_per_rgb.z + lume_per_rgb.w) * (0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN
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));
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dir = min(
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vec2(FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX), dir * rcp_dir_min)
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);
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// Constants (calculating via division is faster)
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mat4x2 const_dir = mat4x2(
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(1.0 / 3.0 - 0.5) / textureSize(tex, 0),
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(2.0 / 3.0 - 0.5) / textureSize(tex, 0),
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(0.0 / 3.0 - 0.5) / textureSize(tex, 0),
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(3.0 / 3.0 - 0.5) / textureSize(tex, 0)
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);
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// dir * const_dir[i] => dir * const_dir => vec4
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/*---------------------------------------------------------*/
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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/*---------------------------------------------------------*/
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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/*---------------------------------------------------------*/
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float dirReduce = max(
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) / textureSize(tex, 0);
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/*--------------------------------------------------------*/
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vec3 rgbA = (1.0 / 2.0) * (
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textureLod(tex, fma(dir, const_dir[0], posPos.xy), 0.0).xyz +
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textureLod(tex, fma(dir, const_dir[1], posPos.xy), 0.0).xyz
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);
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vec3 rgbB = fma(rgbA, vec3(1.0 / 2.0), (1.0 / 4.0) * (
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textureLod(tex, fma(dir, const_dir[2], posPos.xy), 0.0).xyz +
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textureLod(tex, fma(dir, const_dir[3], posPos.xy), 0.0).xyz
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));
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FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
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FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
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FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
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FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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return ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
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return rgbB;
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}
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void main() {
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frag_color = vec4(FxaaPixelShader(posPos, input_texture), texture(input_texture, posPos.xy).a);
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frag_color = vec4(FxaaPixelShader(posPos, input_texture), texture(input_texture, posPos.xy).a);
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}
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@@ -7,35 +7,31 @@ out gl_PerVertex {
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vec4 gl_Position;
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};
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const vec2 vertices[3] =
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vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
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layout (location = 0) out vec4 posPos;
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 0
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#define VERTEX_ID gl_VertexIndex
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#define VERTEX_ID gl_VertexID
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#endif
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SUBPIX_SHIFT = 0;
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void main() {
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// 0b00 -> (-1, -1) 0b01 -> (-1, 3) 0b10 -> (3, -1)
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// ((x * 4) - 1) => 3
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// :: (v + 1) / 2 => ((x * 4) + 1) / 2
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// => (x * 4 + 1) / 2 => x * (4 / 2) + 1 / 2
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// :: (v+1)/2 => v/2 + 1/2 => v*(1/2) + (1/2)
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gl_Position = vec4(vec2(
|
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float(((VERTEX_ID & 1) << 2) - 1),
|
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float(((VERTEX_ID & 2) << 1) - 1)
|
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), 0.0, 1.0);
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posPos = vec2(
|
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float((VERTEX_ID & 1) << 1),
|
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float((VERTEX_ID & 2) << 0)
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).xyxy - vec4(
|
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0.0,
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0.0,
|
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(0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0)
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);
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vec2 vertex = vertices[VERTEX_ID];
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gl_Position = vec4(vertex, 0.0, 1.0);
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vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
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posPos.xy = vert_tex_coord;
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posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
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}
|
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@@ -538,6 +538,7 @@ void GRenderWindow::mouseReleaseEvent(QMouseEvent* event) {
|
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}
|
||||
|
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void GRenderWindow::ConstrainMouse() {
|
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input_subsystem->GetMouse()->NotifyChanged(); // required to reset mouse once it's no longer moved
|
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if (QtCommon::emu_thread == nullptr || !Settings::values.mouse_panning) {
|
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mouse_constrain_timer.stop();
|
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return;
|
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@@ -552,15 +553,12 @@ void GRenderWindow::ConstrainMouse() {
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const auto pos = mapFromGlobal(QCursor::pos());
|
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const int new_pos_x = std::clamp(pos.x(), 0, width());
|
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const int new_pos_y = std::clamp(pos.y(), 0, height());
|
||||
|
||||
QCursor::setPos(mapToGlobal(QPoint{new_pos_x, new_pos_y}));
|
||||
return;
|
||||
} else {
|
||||
const int center_x = width() / 2;
|
||||
const int center_y = height() / 2;
|
||||
QCursor::setPos(mapToGlobal(QPoint{center_x, center_y}));
|
||||
}
|
||||
|
||||
const int center_x = width() / 2;
|
||||
const int center_y = height() / 2;
|
||||
|
||||
QCursor::setPos(mapToGlobal(QPoint{center_x, center_y}));
|
||||
}
|
||||
|
||||
void GRenderWindow::wheelEvent(QWheelEvent* event) {
|
||||
|
||||
@@ -37,10 +37,16 @@ EmuWindow_SDL3::EmuWindow_SDL3(InputCommon::InputSubsystem* input_subsystem_, Co
|
||||
SDL_SetWindowTitle(this_->render_window, title.c_str());
|
||||
return 2000;
|
||||
}, this);
|
||||
mouse_timer = SDL_AddTimer(100, [](void *userdata, SDL_TimerID, Uint32) -> Uint32 {
|
||||
auto* this_ = (EmuWindow_SDL3*)userdata;
|
||||
this_->input_subsystem->GetMouse()->NotifyChanged();
|
||||
return 100;
|
||||
}, this);
|
||||
}
|
||||
|
||||
EmuWindow_SDL3::~EmuWindow_SDL3() {
|
||||
SDL_RemoveTimer(titlebar_timer);
|
||||
SDL_RemoveTimer(mouse_timer);
|
||||
system.HIDCore().UnloadInputDevices();
|
||||
input_subsystem->Shutdown();
|
||||
SDL_Quit();
|
||||
|
||||
@@ -84,6 +84,9 @@ protected:
|
||||
/// Periodic changer of titlebar (independent of event loop)
|
||||
SDL_TimerID titlebar_timer;
|
||||
|
||||
// Mouse resetter once it
|
||||
SDL_TimerID mouse_timer;
|
||||
|
||||
/// Is the window still open?
|
||||
bool is_open = true;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user