mirror of https://github.com/mgba-emu/mgba.git
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13 Commits
688ef4d521
...
922dddb86f
Author | SHA1 | Date |
---|---|---|
Dana Yatsuta | 922dddb86f | |
Vicki Pfau | 49fa1a30c5 | |
Vicki Pfau | f75f9fd5fd | |
Vicki Pfau | c64dbd6631 | |
Vicki Pfau | 11787df6cd | |
Vicki Pfau | 271c6dc129 | |
Vicki Pfau | b37bd308f2 | |
Vicki Pfau | 3853b699f4 | |
Imre Kristoffer Eilertsen | 9d9cb7450f | |
Evrins Hu | a60448d7bc | |
Milihraim | e4973a98d8 | |
Hexaae | 3ad4e62b02 | |
Vicki Pfau | bb8a6e05f9 |
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@ -12,7 +12,11 @@ install:
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- vcpkg --no-dry-run upgrade
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- rd /Q /S C:\Tools\vcpkg\buildtrees
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before_build:
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- cmake . -DCMAKE_PREFIX_PATH=C:\Qt\5.15\msvc2019_64 -DCMAKE_TOOLCHAIN_FILE=C:\Tools\vcpkg\scripts\buildsystems\vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-release -DCMAKE_CONFIGURATION_TYPES=Release
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- cmake . -DCMAKE_PREFIX_PATH=C:\Qt\5.15\msvc2019_64 \
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-DCMAKE_TOOLCHAIN_FILE=C:\Tools\vcpkg\scripts\buildsystems\vcpkg.cmake \
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-DVCPKG_TARGET_TRIPLET=x64-windows-release \
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-DCMAKE_CONFIGURATION_TYPES=Release \
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-DCMAKE_SYSTEM_VERSION=10.0.22000.1
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build:
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parallel: true
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project: mGBA.sln
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2
CHANGES
2
CHANGES
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@ -52,6 +52,8 @@ Misc:
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- Qt: Remove maligned double-click-to-fullscreen shortcut (closes mgba.io/i/2632)
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- Qt: Pass logging context through to video proxy thread (fixes mgba.io/i/3095)
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- Qt: Show maker code and game version in ROM info
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- Qt: Make window corners square on Windows 11 (fixes mgba.io/i/3285)
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- Res: Port NSO-gba-colors shader (closes mgba.io/i/2834)
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- Scripting: Add `callbacks:oneshot` for single-call callbacks
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- Switch: Add bilinear filtering option (closes mgba.io/i/3111)
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- Vita: Add imc0 and xmc0 mount point support
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@ -1,34 +1,21 @@
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// Shader that replicates the LCD Colorspace from Gameboy Advance --
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varying vec2 texCoord;
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varying mat4 profile;
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uniform sampler2D tex;
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uniform vec2 texSize;
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uniform float darken_screen;
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const float target_gamma = 2.2;
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const float display_gamma = 2.5;
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const float sat = 1.0;
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const float lum = 0.99;
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const float contrast = 1.0;
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const vec3 bl = vec3(0.0, 0.0, 0.0);
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const vec3 r = vec3(0.84, 0.09, 0.15);
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const vec3 g = vec3(0.18, 0.67, 0.10);
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const vec3 b = vec3(0.0, 0.26, 0.73);
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const float target_gamma = 2.0;
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const float display_gamma = 2.0;
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void main() {
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// bring out our stored luminance value
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float lum = profile[3].w;
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// our adjustments need to happen in linear gamma
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vec4 screen = pow(texture2D(tex, texCoord), vec4(target_gamma + darken_screen)).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - contrast));
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mat4 color = mat4( r.r, r.g, r.b, 0.0,
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g.r, g.g, g.b, 0.0,
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b.r, b.g, b.b, 0.0,
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bl.r, bl.g, bl.b, 1.0);
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mat4 adjust = mat4( (1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
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(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
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(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
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0.0, 0.0, 0.0, 1.0);
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color *= adjust;
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screen = clamp(screen * lum, 0.0, 1.0);
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screen = color * screen;
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gl_FragColor = pow(screen, vec4(1.0 / display_gamma + (darken_screen * 0.125)));
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screen = profile * screen;
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gl_FragColor = pow(screen, vec4(1.0 / display_gamma));
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}
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@ -0,0 +1,34 @@
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uniform int color_mode;
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attribute vec4 position;
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varying vec2 texCoord;
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varying mat4 profile;
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const mat4 GBA_sRGB = mat4(
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0.80, 0.135, 0.195, 0.0, //red channel
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0.275, 0.64, 0.155, 0.0, //green channel
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-0.075, 0.225, 0.65, 0.0, //blue channel
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0.0, 0.0, 0.0, 0.93 //alpha channel
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);
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const mat4 GBA_DCI = mat4(
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0.685, 0.16, 0.20, 0.0, //red channel
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0.34, 0.629, 0.19, 0.0, //green channel
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-0.025, 0.211, 0.61, 0.0, //blue channel
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0.0, 0.0, 0.0, 0.975 //alpha channel
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);
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const mat4 GBA_Rec2020 = mat4(
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0.555, 0.1825, 0.20, 0.0, //red channel
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0.395, 0.61, 0.195, 0.0, //green channel
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0.05, 0.2075, 0.605, 0.0, //blue channel
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0.0, 0.0, 0.0, 1.0 //alpha channel
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);
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void main() {
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if (color_mode == 1) profile = GBA_sRGB;
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else if (color_mode == 2) profile = GBA_DCI;
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else if (color_mode == 3) profile = GBA_Rec2020;
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gl_Position = position;
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texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);
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}
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@ -6,6 +6,7 @@ passes=1
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[pass.0]
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fragmentShader=gba-color.fs
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vertexShader=gba-color.vs
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blend=1
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width=-1
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height=-1
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@ -14,3 +15,10 @@ height=-1
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type=float
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default=0.5
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readableName=Darken Screen
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[pass.0.uniform.color_mode]
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type=int
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default=1
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min=1
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max=3
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readableName=Color Profile (1=sRGB, 2=DCI, 3=Rec2020)
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@ -0,0 +1,24 @@
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[shader]
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name=NSO GBA Color
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author=Pokefan531 and hunterk
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description=Shader that replicates the Nintendo Switch Online's GBA color filter.
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passes=1
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[pass.0]
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fragmentShader=nso-gba-color.fs
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vertexShader=nso-gba-color.vs
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blend=1
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width=-1
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height=-1
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[pass.0.uniform.darken_screen]
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type=float
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default=0.8
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readableName=Darken Screen
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[pass.0.uniform.color_mode]
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type=int
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default=1
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min=1
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max=3
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readableName=Color Profile (1=sRGB, 2=DCI, 3=Rec2020)
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@ -0,0 +1,21 @@
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// Shader that replicates the LCD Colorspace from Gameboy Advance --
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varying vec2 texCoord;
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varying mat4 profile;
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uniform sampler2D tex;
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uniform vec2 texSize;
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uniform float darken_screen;
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const float target_gamma = 2.2;
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const float display_gamma = 2.2;
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void main() {
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// bring out our stored luminance value
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float lum = profile[3].w;
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// our adjustments need to happen in linear gamma
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vec4 screen = pow(texture2D(tex, texCoord), vec4(target_gamma + darken_screen)).rgba;
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screen = clamp(screen * lum, 0.0, 1.0);
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screen = profile * screen;
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gl_FragColor = pow(screen, vec4(1.0 / display_gamma));
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}
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@ -0,0 +1,34 @@
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uniform int color_mode;
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attribute vec4 position;
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varying vec2 texCoord;
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varying mat4 profile;
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const mat4 GBA_sRGB = mat4(
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0.865, 0.0575, 0.0575, 0.0, //red channel
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0.1225, 0.925, 0.1225, 0.0, //green channel
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0.0125, 0.0125, 0.82, 0.0, //blue channel
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0.0, 0.0, 0.0, 1.0 //alpha channel
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);
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const mat4 GBA_DCI = mat4(
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0.72, 0.0875, 0.0725, 0.0, //red channel
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0.2675, 0.9, 0.185, 0.0, //green channel
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0.0125, 0.0125, 0.7425, 0.0, //blue channel
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0.0, 0.0, 0.0, 1.0 //alpha channel
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);
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const mat4 GBA_Rec2020 = mat4(
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0.57, 0.115, 0.0725, 0.0, //red channel
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0.3825, 0.8625, 0.195, 0.0, //green channel
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0.0475, 0.0225, 0.7325, 0.0, //blue channel
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0.0, 0.0, 0.0, 1.0 //alpha channel
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);
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void main() {
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if (color_mode == 1) profile = GBA_sRGB;
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else if (color_mode == 2) profile = GBA_DCI;
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else if (color_mode == 3) profile = GBA_Rec2020;
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gl_Position = position;
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texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);
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}
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@ -1350,10 +1350,22 @@ void GBAPatch16(struct ARMCore* cpu, uint32_t address, int16_t value, int16_t* o
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}
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}
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#define MUNGE8 \
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if (address & 1) { \
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oldValue = alignedValue >> 8; \
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alignedValue &= 0xFF; \
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alignedValue |= value << 8; \
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} else { \
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oldValue = alignedValue; \
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alignedValue &= 0xFF00; \
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alignedValue |= (uint8_t) value; \
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}
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void GBAPatch8(struct ARMCore* cpu, uint32_t address, int8_t value, int8_t* old) {
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struct GBA* gba = (struct GBA*) cpu->master;
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struct GBAMemory* memory = &gba->memory;
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int8_t oldValue = -1;
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int16_t alignedValue;
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switch (address >> BASE_OFFSET) {
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case GBA_REGION_EWRAM:
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@ -1368,13 +1380,29 @@ void GBAPatch8(struct ARMCore* cpu, uint32_t address, int8_t value, int8_t* old)
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mLOG(GBA_MEM, STUB, "Unimplemented memory Patch8: 0x%08X", address);
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break;
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case GBA_REGION_PALETTE_RAM:
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mLOG(GBA_MEM, STUB, "Unimplemented memory Patch8: 0x%08X", address);
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LOAD_16(alignedValue, address & (GBA_SIZE_PALETTE_RAM - 2), gba->video.palette);
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MUNGE8;
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STORE_16(alignedValue, address & (GBA_SIZE_PALETTE_RAM - 2), gba->video.palette);
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gba->video.renderer->writePalette(gba->video.renderer, address & (GBA_SIZE_PALETTE_RAM - 2), alignedValue);
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break;
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case GBA_REGION_VRAM:
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mLOG(GBA_MEM, STUB, "Unimplemented memory Patch8: 0x%08X", address);
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if ((address & 0x0001FFFF) < GBA_SIZE_VRAM) {
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LOAD_16(alignedValue, address & 0x0001FFFE, gba->video.vram);
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MUNGE8;
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STORE_16(alignedValue, address & 0x0001FFFE, gba->video.vram);
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gba->video.renderer->writeVRAM(gba->video.renderer, address & 0x0001FFFE);
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} else {
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LOAD_16(alignedValue, address & 0x00017FFE, gba->video.vram);
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MUNGE8;
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STORE_16(alignedValue, address & 0x00017FFE, gba->video.vram);
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gba->video.renderer->writeVRAM(gba->video.renderer, address & 0x00017FFE);
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}
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break;
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case GBA_REGION_OAM:
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mLOG(GBA_MEM, STUB, "Unimplemented memory Patch8: 0x%08X", address);
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LOAD_16(alignedValue, address & (GBA_SIZE_OAM - 2), gba->video.oam.raw);
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MUNGE8;
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STORE_16(alignedValue, address & (GBA_SIZE_OAM - 2), gba->video.oam.raw);
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gba->video.renderer->writeOAM(gba->video.renderer, (address & (GBA_SIZE_OAM - 2)) >> 1);
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break;
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case GBA_REGION_ROM0:
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case GBA_REGION_ROM0_EX:
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@ -427,6 +427,7 @@ set_target_properties(${BINARY_NAME}-qt PROPERTIES MACOSX_BUNDLE_INFO_PLIST ${PR
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if(WIN32)
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set_target_properties(${BINARY_NAME}-qt PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}")
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target_link_libraries(${BINARY_NAME}-qt dwmapi)
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if(NOT MSVC)
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target_link_libraries(${BINARY_NAME}-qt -municode)
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endif()
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@ -445,7 +446,7 @@ if(QT_STATIC)
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if(CMAKE_CROSSCOMPILING)
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set(QWINDOWS_DEPS ${QT}EventDispatcherSupport ${QT}FontDatabaseSupport ${QT}ThemeSupport ${QT}WindowsUIAutomationSupport)
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endif()
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list(APPEND QT_LIBRARIES ${QT}::QWindowsIntegrationPlugin ${QWINDOWS_DEPS} amstrmid dwmapi uxtheme imm32 -static-libgcc -static-libstdc++)
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list(APPEND QT_LIBRARIES ${QT}::QWindowsIntegrationPlugin ${QWINDOWS_DEPS} amstrmid uxtheme imm32 -static-libgcc -static-libstdc++)
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set_target_properties(${QT}::Core PROPERTIES INTERFACE_LINK_LIBRARIES "${QTPCRE};version;winmm;ssl;crypto;ws2_32;iphlpapi;crypt32;userenv;netapi32;wtsapi32")
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set_target_properties(${QT}::Gui PROPERTIES INTERFACE_LINK_LIBRARIES ${OPENGL_LIBRARY} ${OPENGLES2_LIBRARY})
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elseif(APPLE)
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@ -14,6 +14,10 @@
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#include <QScreen>
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#include <QWindow>
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#ifdef Q_OS_WIN
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#include <dwmapi.h>
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#endif
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#ifdef USE_SQLITE3
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#include "ArchiveInspector.h"
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#include "library/LibraryController.h"
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@ -717,6 +721,11 @@ void Window::showEvent(QShowEvent* event) {
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return;
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}
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m_wasOpened = true;
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#ifdef Q_OS_WIN
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HWND hwnd = reinterpret_cast<HWND>(winId());
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DWM_WINDOW_CORNER_PREFERENCE cornerPref = DWMWCP_DONOTROUND;
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DwmSetWindowAttribute(hwnd, DWMWA_WINDOW_CORNER_PREFERENCE, &cornerPref, sizeof(cornerPref));
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#endif
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if (m_initialSize.isValid()) {
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resizeFrame(m_initialSize);
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}
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Reference in New Issue