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5 Commits

Author SHA1 Message Date
lizzie 088df3a52f Trigger build 2026-09-06 21:49:45 +00:00
lizzie 9bd8924aeb 2026-09-05 05:55:38
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2026-09-05 23:57:00 +02:00
lizzie 702fb672c2 2026-09-05 05:53:11
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2026-09-05 23:57:00 +02:00
lizzie 4dca6ccdb1 2026-09-04 23:59:41
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2026-09-05 23:57:00 +02:00
lizzie 06dc97a290 2026-09-04 23:57:52
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2026-09-05 23:57:00 +02:00
11 changed files with 92 additions and 95 deletions
@@ -83,7 +83,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
SHOW_SHADERS_BUILDING("show_shaders_building"),
DEBUG_FLUSH_BY_LINE("flush_line"),
EXTENDED_LOGGING("extended_logging"),
DONT_SHOW_DRIVER_SHADER_WARNING("dont_show_driver_shader_warning"),
ENABLE_OVERLAY("enable_overlay"),
@@ -262,13 +262,6 @@ abstract class SettingsItem(
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 {
override val key = BooleanSetting.USE_DOCKED_MODE.key
@@ -1323,7 +1323,6 @@ class SettingsFragmentPresenter(
add(HeaderSetting(R.string.log))
add(BooleanSetting.DEBUG_FLUSH_BY_LINE.key)
add(BooleanSetting.EXTENDED_LOGGING.key)
add(StringSetting.LOG_FILTER.key)
}
@@ -636,8 +636,6 @@
<string name="log">Logging</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="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_description">Controls Eden\'s log categories. Example: *:Info Service.LM:Debug</string>
+11 -13
View File
@@ -4,17 +4,16 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <thread>
#include <chrono>
#include <fmt/ranges.h>
#include <math.h>
#include "common/param_package.h"
#include "common/settings.h"
#include "common/thread.h"
#include "common/steady_clock.h"
#include "input_common/drivers/mouse.h"
namespace InputCommon {
constexpr int update_time = 10;
constexpr float default_panning_sensitivity = 0.0010f;
constexpr float default_stick_sensitivity = 0.0006f;
constexpr float default_deadzone_counterweight = 0.01f;
@@ -74,7 +73,7 @@ Mouse::Mouse(std::string input_engine_) : InputEngine(std::move(input_engine_))
last_motion_change = {};
}
void Mouse::UpdateStickInput() {
void Mouse::UpdateStickInput(Common::SteadyClock::time_point timestamp) {
if (!IsMousePanningEnabled()) {
return;
}
@@ -100,12 +99,9 @@ void Mouse::UpdateStickInput() {
last_mouse_change *= clamped_decay;
}
void Mouse::UpdateMotionInput() {
const float sensitivity =
IsMousePanningEnabled() ? default_motion_panning_sensitivity : default_motion_sensitivity;
const float rotation_velocity = std::sqrt(last_motion_change.x * last_motion_change.x +
last_motion_change.y * last_motion_change.y);
void Mouse::UpdateMotionInput(Common::SteadyClock::time_point timestamp) {
const float sensitivity = IsMousePanningEnabled() ? default_motion_panning_sensitivity : default_motion_sensitivity;
const float rotation_velocity = std::sqrt(last_motion_change.x * last_motion_change.x + last_motion_change.y * last_motion_change.y);
// Clamp rotation speed
if (rotation_velocity > maximum_rotation_speed / sensitivity) {
@@ -121,7 +117,7 @@ void Mouse::UpdateMotionInput() {
.accel_x = 0,
.accel_y = 0,
.accel_z = 0,
.delta_timestamp = update_time * 1000,
.delta_timestamp = u64(std::chrono::duration_cast<std::chrono::microseconds>(timestamp - last_notify_timestamp).count()),
};
if (IsMousePanningEnabled()) {
@@ -177,8 +173,10 @@ void Mouse::Move(int x, int y, int center_x, int center_y) {
}
void Mouse::NotifyChanged() {
UpdateStickInput();
UpdateMotionInput();
auto const timestamp = Common::SteadyClock::Now();
UpdateStickInput(timestamp);
UpdateMotionInput(timestamp);
last_notify_timestamp = Common::SteadyClock::Now();
}
void Mouse::MouseMove(f32 touch_x, f32 touch_y) {
+10 -7
View File
@@ -7,7 +7,9 @@
#pragma once
#include <thread>
#include <chrono>
#include "common/steady_clock.h"
#include "common/polyfill_thread.h"
#include "common/vector_math.h"
#include "input_common/input_engine.h"
@@ -101,17 +103,18 @@ public:
Common::Input::ButtonNames GetUIName(const Common::ParamPackage& params) const override;
private:
void UpdateStickInput();
void UpdateMotionInput();
void UpdateStickInput(Common::SteadyClock::time_point timestamp);
void UpdateMotionInput(Common::SteadyClock::time_point timestamp);
bool IsMousePanningEnabled();
Common::Input::ButtonNames GetUIButtonName(const Common::ParamPackage& params) const;
Common::Vec2<int> mouse_origin;
Common::Vec2<int> last_mouse_position;
Common::Vec2<float> last_mouse_change;
Common::Vec3<float> last_motion_change;
Common::Vec2<int> wheel_position;
Common::Vec2<int> mouse_origin{};
Common::Vec2<int> last_mouse_position{};
Common::Vec2<float> last_mouse_change{};
Common::Vec3<float> last_motion_change{};
Common::Vec2<int> wheel_position{};
Common::SteadyClock::time_point last_notify_timestamp{};
bool button_pressed = false;
};
+44 -40
View File
@@ -7,65 +7,69 @@
#version 460
#ifdef VULKAN
#define BINDING_COLOR_TEXTURE 1
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
#define BINDING_COLOR_TEXTURE 0
#endif
layout (location = 0) in vec4 posPos;
layout (location = 0) out vec4 frag_color;
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
const float FXAA_SPAN_MAX = 8.0;
const float FXAA_REDUCE_MUL = 1.0 / 8.0;
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) {
mat4x3 rgb_matrix = mat4x3(
textureLod(tex, posPos.zw, 0.0).xyz,
textureLodOffset(tex, posPos.zw, 0.0, ivec2(1, 0)).xyz,
textureLodOffset(tex, posPos.zw, 0.0, ivec2(0, 1)).xyz,
textureLodOffset(tex, posPos.zw, 0.0, ivec2(1, 1)).xyz
);
vec3 rgbM = textureLod(tex, posPos.xy, 0.0).xyz;
vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz;
vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz;
vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz;
vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
/*---------------------------------------------------------*/
vec3 luma = vec3(0.299, 0.587, 0.114);
// vec4(dot(m1, l), dot(m2, l), ...) => m * l
vec4 lume_per_rgb = luma * rgb_matrix;
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, 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 lumaMax = max(lumaM, max(max(lume_per_rgb.x, lume_per_rgb.y), max(lume_per_rgb.z, lume_per_rgb.w)));
vec2 dir = vec2(
-((lume_per_rgb.x + lume_per_rgb.y) - (lume_per_rgb.z + lume_per_rgb.w)),
+((lume_per_rgb.x + lume_per_rgb.z) - (lume_per_rgb.y + lume_per_rgb.w))
);
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),
FXAA_REDUCE_MIN
));
dir = min(
vec2(FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX), dir * rcp_dir_min)
);
// 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
/*---------------------------------------------------------*/
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
/*---------------------------------------------------------*/
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
/*---------------------------------------------------------*/
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) / textureSize(tex, 0);
/*--------------------------------------------------------*/
vec3 rgbA = (1.0 / 2.0) * (
textureLod(tex, fma(dir, const_dir[0], posPos.xy), 0.0).xyz +
textureLod(tex, fma(dir, const_dir[1], posPos.xy), 0.0).xyz
);
vec3 rgbB = fma(rgbA, vec3(1.0 / 2.0), (1.0 / 4.0) * (
textureLod(tex, fma(dir, const_dir[2], posPos.xy), 0.0).xyz +
textureLod(tex, fma(dir, const_dir[3], posPos.xy), 0.0).xyz
));
FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
return ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
return rgbB;
}
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);
}
+13 -17
View File
@@ -7,35 +7,31 @@ out gl_PerVertex {
vec4 gl_Position;
};
const vec2 vertices[3] =
vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
layout (location = 0) out vec4 posPos;
#ifdef VULKAN
#define BINDING_COLOR_TEXTURE 0
#define VERTEX_ID gl_VertexIndex
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
#define BINDING_COLOR_TEXTURE 0
#define VERTEX_ID gl_VertexID
#endif
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
const float FXAA_SUBPIX_SHIFT = 0;
void main() {
// 0b00 -> (-1, -1) 0b01 -> (-1, 3) 0b10 -> (3, -1)
// ((x * 4) - 1) => 3
// :: (v + 1) / 2 => ((x * 4) + 1) / 2
// => (x * 4 + 1) / 2 => x * (4 / 2) + 1 / 2
// :: (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)
);
vec2 vertex = vertices[VERTEX_ID];
gl_Position = vec4(vertex, 0.0, 1.0);
vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
posPos.xy = vert_tex_coord;
posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
}
+5 -7
View File
@@ -538,6 +538,7 @@ void GRenderWindow::mouseReleaseEvent(QMouseEvent* event) {
}
void GRenderWindow::ConstrainMouse() {
input_subsystem->GetMouse()->NotifyChanged(); // required to reset mouse once it's no longer moved
if (QtCommon::emu_thread == nullptr || !Settings::values.mouse_panning) {
mouse_constrain_timer.stop();
return;
@@ -552,15 +553,12 @@ void GRenderWindow::ConstrainMouse() {
const auto pos = mapFromGlobal(QCursor::pos());
const int new_pos_x = std::clamp(pos.x(), 0, width());
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;