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Windows: Make switching UMD through "Emulation->Switch UMD" threadsafe
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hrydgard committed Aug 18, 2023
1 parent d08d8f7 commit 25f02d0
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Showing 2 changed files with 54 additions and 17 deletions.
50 changes: 50 additions & 0 deletions GPU/Common/FragmentShaderGenerator.cpp
Expand Up @@ -739,7 +739,14 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
}
WRITE(p, " vec2 tsize = vec2(textureSize(tex, 0).xy);\n");
WRITE(p, " vec2 fraction;\n");
WRITE(p, " bool bilinear = (u_depal_mask_shift_off_fmt >> 0x2Fu) != 0x0u;\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " uv_round = uv * tsize - vec2(0.5, 0.5);\n");
WRITE(p, " fraction = fract(uv_round);\n");
WRITE(p, " uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize;\n"); // We want to take our four point samples at pixel centers.
WRITE(p, " } else {\n");
WRITE(p, " uv_round = uv;\n");
WRITE(p, " }\n");
p.C(" highp vec4 t = ").SampleTexture2D("tex", "uv_round").C(";\n");
p.C(" highp vec4 t1 = ").SampleTexture2DOffset("tex", "uv_round", 1, 0).C(";\n");
p.C(" highp vec4 t2 = ").SampleTexture2DOffset("tex", "uv_round", 0, 1).C(";\n");
Expand All @@ -753,22 +760,65 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, " case 0:\n"); // 565
WRITE(p, " col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index0 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index1 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index2 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index3 = (col.b << 0xBu) | (col.g << 0x5u) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 1:\n"); // 5551
WRITE(p, " col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index0 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index1 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index2 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index3 = (col.a << 0xFu) | (col.b << 0xAu) | (col.g << 0x5u) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 2:\n"); // 4444
WRITE(p, " col = uvec4(t.rgba * 15.99);\n");
WRITE(p, " index0 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * 15.99);\n");
WRITE(p, " index1 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * 15.99);\n");
WRITE(p, " index2 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * 15.99);\n");
WRITE(p, " index3 = (col.a << 0xCu) | (col.b << 0x8u) | (col.g << 0x4u) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 3:\n"); // 8888
WRITE(p, " col = uvec4(t.rgba * 255.99);\n");
WRITE(p, " index0 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * 255.99);\n");
WRITE(p, " index1 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * 255.99);\n");
WRITE(p, " index2 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * 255.99);\n");
WRITE(p, " index3 = (col.a << 0x18u) | (col.b << 0x10u) | (col.g << 0x8u) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " };\n");
WRITE(p, " index0 = ((index0 >> depalShift) & depalMask) | depalOffset;\n");
p.C(" t = ").LoadTexture2D("pal", "ivec2(index0, 0)", 0).C(";\n");
WRITE(p, " if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) {\n");
WRITE(p, " index1 = ((index1 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index2 = ((index2 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index3 = ((index3 >> depalShift) & depalMask) | depalOffset;\n");
p.C(" t1 = ").LoadTexture2D("pal", "ivec2(index1, 0)", 0).C(";\n");
p.C(" t2 = ").LoadTexture2D("pal", "ivec2(index2, 0)", 0).C(";\n");
p.C(" t3 = ").LoadTexture2D("pal", "ivec2(index3, 0)", 0).C(";\n");
WRITE(p, " t = mix(t, t1, fraction.x);\n");
WRITE(p, " t2 = mix(t2, t3, fraction.x);\n");
WRITE(p, " t = mix(t, t2, fraction.y);\n");
WRITE(p, " }\n");
break;
case ShaderDepalMode::CLUT8_8888:
if (doTextureProjection) {
Expand Down
21 changes: 4 additions & 17 deletions Windows/MainWindowMenu.cpp
Expand Up @@ -317,12 +317,6 @@ namespace MainWindow {
void BrowseAndBootDone(std::string filename);

void BrowseAndBoot(std::string defaultPath, bool browseDirectory) {
static std::wstring filter = L"All supported file types (*.iso *.cso *.pbp *.elf *.prx *.zip *.ppdmp)|*.pbp;*.elf;*.iso;*.cso;*.prx;*.zip;*.ppdmp|PSP ROMs (*.iso *.cso *.pbp *.elf *.prx)|*.pbp;*.elf;*.iso;*.cso;*.prx|Homebrew/Demos installers (*.zip)|*.zip|All files (*.*)|*.*||";
for (int i = 0; i < (int)filter.length(); i++) {
if (filter[i] == '|')
filter[i] = '\0';
}

browsePauseAfter = false;
if (GetUIState() == UISTATE_INGAME) {
browsePauseAfter = Core_IsStepping();
Expand Down Expand Up @@ -354,17 +348,10 @@ namespace MainWindow {
}

static void UmdSwitchAction() {
std::string fn;
std::string filter = "PSP ROMs (*.iso *.cso *.pbp *.elf)|*.pbp;*.elf;*.iso;*.cso;*.prx|All files (*.*)|*.*||";

for (int i = 0; i < (int)filter.length(); i++) {
if (filter[i] == '|')
filter[i] = '\0';
}

if (W32Util::BrowseForFileName(true, GetHWND(), L"Switch UMD", 0, ConvertUTF8ToWString(filter).c_str(), L"*.pbp;*.elf;*.iso;*.cso;", fn)) {
__UmdReplace(Path(fn));
}
auto mm = GetI18NCategory(I18NCat::MAINMENU);
System_BrowseForFile(mm->T("Switch UMD"), BrowseFileType::BOOTABLE, [](const std::string &value, int) {
__UmdReplace(Path(value));
});
}

static void SaveStateActionFinished(SaveState::Status status, const std::string &message, void *userdata) {
Expand Down

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