Commit Graph

7293 Commits

Author SHA1 Message Date
Caio Oliveira c1cc2f97ad
[chore] license headers 2026-02-02 17:21:18 -03:00
wildcard 670764b535
[astc] add support for workgroup in astc 2026-02-02 17:20:58 -03:00
crueter d0a054270e
[cmake] Move back to individual handling of Vulkan deps (#3450)
VUL version mismatches are solved upstream. Anything else is user error,
not that the prior solution really helped let's be real.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3450
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
2026-02-02 06:54:58 +01:00
MrPurple666 6637810fe6
[android] gpu logs functions (#3389)
Since Android is a pain when it comes to checking GPU logs in more depth, this is a better way to see what's going on, especially for testers...

This should be expanded to Mali, Xclipse, and Tensor in the future. Since I don't own any of these devices, it's up to developers with similar capabilities to add support for this system.

~~The GPU log sharing button should also be added in the future... For now, they are available in the same location as the traditional logs.~~ Added on 572810e022

Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3389
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
2026-02-01 02:02:23 +01:00
lizzie 8118557c17
[video_core/buffer_cache] Simplify word manager logic (#3221)
no significant performance gains expected
reduces memory (4096 word managers are active at any given time, this reduces total amount of memory used by a tiny margin)
also reduces code duplication due to templatery fuckery

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3221
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-01 01:55:47 +01:00
lizzie acf7deea95
[vk] remove unused vk_texture_manager.cpp and unused shader conversions (#3432)
- Trivial dead code removal, also these shaders are useless

TODO: maybe in a future do YUV280 or whatever in shader for vic :)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3432
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-31 20:33:35 +01:00
rayman30 643f11d972
[VK, MacOS] Fix strict output type mismatch on Metal (MK8D/TOTK fix) (#3414)
Metal validation requires fragment shader output types to strictly match the render target format (e.g., writing float to RGBA32Uint is invalid).

This commit:
1. Adds color_output_types to RuntimeInfo.
2. Detects Integer/SignedInteger render targets in the Vulkan backend (MoltenVK only).
3. Updates the SPIR-V emitter to declare the correct output type (Uint/Sint) and bitcast values accordingly.

This fixes the VK_ERROR_INITIALIZATION_FAILED crash on macOS.

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3414
Co-authored-by: rayman30 <silentbitdev@gmail.com>
Co-committed-by: rayman30 <silentbitdev@gmail.com>
2026-01-29 17:24:36 +01:00
John 3b81d2e333
[video_core/host1x/vic] Fix a Regression in Big Brain Academy in Linux (#3412)
Patch from Lizz

Fixes out of bounds read/writes from vector implementation of the VIC decoder

Authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3412
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-01-28 23:50:59 +01:00
lizzie 00193de0da
[ogl, vk] shader invalidation -> 13,16 (#3397)
Should fix 90% of issues found on 0.1.0

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3397
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-27 21:38:53 +01:00
PavelBARABANOV 4a5bec1cfc
[android, feat] add "Fix Bloom Effects" toggle (#3359)
- Toggle partially removes blur in Link's Awakening (LA) and Echoes of Wisdom (EOW) for turnip and stock drivers from A7XX and below.
- Burnout screen blur fix is now controlled by this toggle

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3359
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-01-26 06:59:59 +01:00
MaranBr de449d2caa
[video_core] Fix missing draws caused by implicit render pass state (#3355)
Some blit paths could be recorded while a render pass was still active, which is undefined behavior in Vulkan.

Depending on driver behavior and timing, this could result in intermittent visual artifacts, incomplete frames being presented, or issues with capture paths.

Explicitly request an outside render pass operation context before issuing blit commands, ensuring all rendering has fully completed before presentation or readback.

This does not change intended rendering output, but fixes a class of synchronization and command buffer state issues.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3355
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-01-23 00:23:02 +01:00
lizzie 6afe209b60
[android] fix blue tint on DBZ by using proper swizzle per format (#3367)
just another missing swizzle after translation... heh

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3367
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-22 03:14:03 +01:00
lizzie a3fa666510
[android] fix discrepancy of MAXTEXTURE v. TEXTURE in setting string set (#3360)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3360
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-21 01:17:10 +01:00
lizzie 9dbb8c33e2
[opengl] remove leftover invalid uniform 2ui being sent every frame x every fb (doesnt exist on opengl_present.frag) (#3358)
the mfer straight up doesn't exist anymore in the .frag shader - probably a leftover, but right now spams a bunch of errors under graphics debugging on switch sports

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3358
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-21 00:12:18 +01:00
lizzie cb26ea154c
[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes (#3250)
Only merge once we find out wth is causing the crashes [we know it's fsr]

This reverts commit 82f9d489e7.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3250
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-20 02:36:24 +01:00
lizzie 8663913510
[video_core/vic] Partial revert to fix Link Awakening's blue tint (#3348)
fixes link awakening intro screen on non-SSE 4.1

Signed-off-by: lizzie lizzie@eden-emu.dev
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3348
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-19 23:58:14 +01:00
lizzie b9da45cb1f
[tests] fix compile+linking issues with PlayTime (#3345)
fixes linking + comp issues but not the test themselves, who have now became invalid

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Co-authored-by: DraVee <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3345
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-19 16:27:18 +01:00
CamilleLaVey 1fbace438c
[vulkan, qcom] Another set of fixes for QCOM stock driver (#3334)
This pr is another set of fixes for the system driver (stock) on Qualcomm devices, mostly taking into consideration drivers from series 512.800.0 and on, reduces unwanted loads in the GPU by allocating properly features that were forced available, when they weren't, generating wrong commands between shader recompiler and Adreno's compiler; also this pr has a bunch of small fixes on games that some textures were displayed wrongly due to double swizzling during the creation of shaders, which allows serveral games to be fixed:

- Zelda: Link's Awakening (no blur, hearts properly displayed, flickering highly reduced on NCE)
- Zelda: Echoes Of Wisdom (no blur, hearts properly displayed, reduced highly flickering, rift properly rendered)
- Mario Kart 8 Deluxe (no longer wrong blue texture on icons of the cups or countdown marker, no longer freezes when compilling shaders on game versions below NCE update to bring more compatibility with CTGP MOD)
- Naruto's Ninja Storm series (no longer blue texturing on Naruto or main character on the screeen)
- Pokemon Scarlet/ Violet (no longer missing characters or npc)
- And many more games that are missing from our scope of testing.

But not only that, but also improved GPU - CPU synchornization for better performance (by 15% compared to previous builds) more stable shader compilations and removed unneeded emulation paths; making games as Breath Of The Wild less stuttery than it was used to; along some cleaning from dead code, allowing mobile devices to go brrrr, always long live to the Snapdragon Master Race, it's needed to explain that devices from A7XX need to use the driver 819.2, meanwhile A8XX can use 842.9 to obtain all the benefits from VK 1.4 allowed in Eden.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3334
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-01-19 04:10:54 +01:00
MaranBr 023a4bceca
[video_core] Avoid false feedback loop barriers for render targets (#3338)
Ignore views that are render targets when checking feedback loops. Fixes flickering caused by false barriers.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3338
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-01-19 03:05:14 +01:00
lizzie 291b5febec
[common] merge RenderBackend and ShaderBackend options (#3313)
first of all it makes UI a tad bit more simple and benefits the end user
second, it allows to add new backends a bit more easily
and also, there was a shader backend option in android... we don't use opengl in android
so may as well save ourselves the trouble, aye

![image](/attachments/c0195bca-da18-4907-9e4a-3b62c4292f1a)

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3313
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-18 12:33:00 +01:00
Caio Oliveira ed0276582e
[fixup] Revert "[video_core] remove decoders.cpp template<A,B> spam (16 copies of the same function) (#3263)" (#3333)
This make slowdown on:
- Mario 3D World (path from World 6 to World 7)
- Okami HD (On Docked)

Should check the cause for such regression

(Maran's Note: looks like VRAM allocation is not being freed?)

This reverts commit ea29f169e6.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3333
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
2026-01-18 05:42:05 +01:00
CamilleLaVey 1a9b4b37e1
[buffer_cache] Add batching support for memory tracker updates (#3288)
I added a batching/ coalescing of ranges in WordManager to reduce calls per pages in UpdatePagesCachedCount, also a test to verify if FlushCachedWrites coalesced (reduces callings to UpdatePagesCachedCount) callings and register each of them to inspect them.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3288
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-01-18 03:48:09 +01:00
CamilleLaVey 51cc1bc6be
[scheduler, dma, maxwell] Reduce CPU stalls in the GPU command processing pipeline through multiple targeted optimizations (#3296)
- Scheduler: Reduced lock scope to allow parallel command preparation across channels
- DmaPusher: Added command prefetching (16-command lookahead) to improve cache hit rate
- Maxwell3D: Pre-allocated macro parameter vectors to eliminate dynamic allocations and unrolls dirty register tracking loop for better cache locality
- MacroEngine: Added last-executed macro cache to skip hash table lookups on hot path

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3296
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-01-18 03:45:18 +01:00
Lizzie 6ec6ca7c37
[clang, opengl] fix opengl build on PGO build and clang-cl on windows (#3332)
- [backported] opengl: fix PGO build error
(pulled from 34332ab81326c3f2dfae2fd11ff5b18619fedb1e@pflyly/eden-nightly)

- [clang] chore: fix std::min on windows

Signed-off-by: lizzie lizzie@eden-emu.dev
Co-authored-by: DraVee <dravee@dravee.dev>
Co-authored-by: Escary <81011361+pflyly@users.noreply.github.com>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3332
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Lizzie <lizzie@eden-emu.dev>
Co-committed-by: Lizzie <lizzie@eden-emu.dev>
2026-01-18 02:35:57 +01:00
CamilleLaVey 4a7772f104
[renderer_vulkan, buffer_cache] Fixing turnip shenanigans (#3325)
This is a trivial change to remove turnip from some of my clamps for qcom hardware, fixes crashes of turnip drivers in recent nightlies.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3325
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-01-17 10:17:10 +01:00
lizzie 83a28dc251
[common, core] remove uneeded memory indirection overhead at startup (#3306)
for core stuff:
just remove unique ptrs that dont need any pointer stability at all (afterall its an allocation within an allocation so yeah)

for fibers:
Main reasoning behind this is because virtualBuffer<> is stupidly fucking expensive and it also clutters my fstat view
ALSO mmap is a syscall, syscalls are bad for performance or whatever
ALSO std::vector<> is better suited for handling this kind of "fixed size thing where its like big but not THAT big" (512 KiB isn't going to kill your memory usage for each fiber...)

for core.cpp stuff
- inlines stuff into std::optional<> as opposed to std::unique_ptr<> (because yknow, we are making the Impl from an unique_ptr, allocating within an allocation is unnecessary)
- reorganizes the structures a bit so padding doesnt screw us up (it's not perfect but eh saves a measly 44 bytes)
- removes unused/dead code
- uses std::vector<> instead of std::deque<>

no perf impact expected, maybe some initialisation boost but very minimal impact nonethless
lto gets rid of most calls anyways - the heavy issue is with shared_ptr and the cache coherency from the atomics... but i clumped them together because well, they kinda do not suffer from cache coherency - hopefully not a mistake

this balloons the size of Impl to about 1.67 MB - which is fine because we throw it in the stack anyways

REST OF INTERFACES: most of them ballooned in size as well, but overhead is ok since its an allocation within an alloc, no stack is used (when it comes to storing these i mean)

Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3306
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-16 23:39:16 +01:00
crueter 89f72d286a
[cmake, tools] update CPMUtil and add support for CPMUtil bundled Qt, module updates, cleanups (#3289)
Support for bundled Qt, not through aqtinstall but rather my CI. Multimedia is
implemented too, works on both Windows and Linux, though we don't
actually use it so it doesn't really matter. Contains Declarative and all that so the Quick frontend will work once it becomes a thing.

Some options have changed, notably w.r.t LTO and faster
linker, which are now handled directly in the modules.

CPMUtil also has support for custom dirs (`PackageName_CUSTOM_DIR`) now. Probably most useful for adding external fragment shaders and whatnot.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3289
2026-01-14 19:29:13 +01:00
Forrest Keller ecd01e13fd
[video_core] Implement GPU-accelerated texture unswizzling and optimize sparse texture handling (#3246)
- [Added] a new compute shader to handle block-linear unswizzling on the GPU, reducing CPU overhead during texture uploads
- [Implemented] BlockLinearUnswizzle3DPass to take advantage of the new compute shader, unimplemented for OpenGL
- [Implemented] texture streaming and queue system for large sparse textures to prevent hitches
- [Implemented] aggressive garbage collection system to eject large sparse textures to save on memory (Unused)
- [Added] user settings to adjust the streaming unswizzle system for low-end machines
- [Improved] slightly the ASTC GPU decoding system

Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3246
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Forrest Keller <forrestmarkx@outlook.com>
Co-committed-by: Forrest Keller <forrestmarkx@outlook.com>
2026-01-13 19:18:08 +01:00
lizzie dceeccd04b
[dynarmic, common] pagetable clustering (#3215)
Raises the size of each page entry to 32 bytes, however, it merges them into a single structure
THEORETICALLY this is better since the access pattern observed corresponds to the program wanting backing_addr/pointers/blocks immediately after one another.
This may improve performance at the cost of some extra memory.
Another implementation would be to structure only backing_addr/blocks within the same virtual buffer.
Alas spamming virtual buffers is evil since each of them is a cache trasher (imagine jumping from wildly different block to wildly different block immediately).

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3215
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-13 00:27:31 +01:00
CamilleLaVey a27d35362d
[vk, qcom] Memory, Samplers, BindingBuffers and UniformBufferAlignment set by hardware capabilities for QCOM. (#3280)
This PR adjust resources usage of Eden based on driver specification, improving stability and smarter resources usage, extends the amount of TotalPipelineWorkers on Android.

Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3280
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-01-11 05:31:23 +01:00
lizzie ea29f169e6
[video_core] remove decoders.cpp template<A,B> spam (16 copies of the same function) (#3263)
16 for SwizzleImpl
another 16 for SwizzleSubrectImpl
another 2 for Swizzle

while yes, inlining can be good, I think this kind of templatery fuckery is a bit excessive

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3263
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-10 12:27:57 +01:00
lizzie 4d7b51d798
[host1x/vic] fix bad vectorization codegen in (windows) (#3285)
clang and gcc appropriatedly generate paths... but you msvc? you generate NOTHING

* This PR fixed regression introduced on #2856 and fixed stuttering/low fps on Megaman Battle Network Legacy Collection v2 and also Sonic Racing Crossworld.

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3285
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-10 09:58:28 +01:00
Caio Oliveira 1370f23675
[vk, settings] Disable VIDS on Android and Ungate Advanced EDS (#3281)
* the issue fixed by this PR (EDS Disabled) is the same as the one on 3096 (All EDS)

Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3281
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
2026-01-08 00:51:26 +01:00
Caio Oliveira 8440c2074d
[vk] Remove UniformRing and vkCmdResetQueryPool (#3270)
Fixes perfomance regression on Xenoblade Chronicles DE and Pokemon Scarlet (among other games)
It should be investigated the reason why such perfomance loss (more than ~10% in some case)

At core it partially reverted the following commits:

Reverts "[vk] Introduce Ring Buffers for Uniform Buffer (#2698)"
  This reverts commit 776958c79d.

Revert "[vk] Bring Vulkan closer to Spec (#180)"
  This reverts commit c8d6f23129.

Revert "[VK] PR 180 extension (#257)"
  This reverts commit 444b9f361e.

Revert "[vk] Fixes regression of PR #180 vk_scheduler.cpp for AMD GPU and Windows OS (#3071)"
  This reverts commit be218cc020.

Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3270
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
2026-01-07 06:52:17 +01:00
CamilleLaVey 5edcdea78f
[refactor, vk] DynamicState, ExtendedDynamicState and VertexInputDynamicState (#3074)
This PR rewrites the DynamicState, ExtendedDynamicState and VertexInputDynamicState logic:

- Adds proper handling on how features should be loaded based on driver available features for ExtendedDynamicState/ VertexInputDynamicState.
- Fixes some old regressions with emulated formats for Android.
- Adds better formatting for tiling format features.
- Adds better formatting for format features.
- Adds NonWritable buffers handling for Spir-v.
- Updates Maintenance features calling.
- Adds new features: Multidraw, Robustness2, Image Robustness.
- Removes dead code/ duplicated on Vulkan device related to ExtendedDynamicState handling.
- Adjusts and conditions with better handling for some features callings: SwapchainMaintenance1, ConditionalRendering, ShaderExtencilExport, CustomBorderColor, TransformFeedback, VertexInputDynamicState.
- Removes some older feature ban logic.
- Adds hardware resolve path for MSAA Image Blits on Nvidia cards.
- Adds flat decorations for input interfaces on Spir-v.
- Reduces flushwork within drawcalls.
- Clamps render limits on out-of-area for rasterizer.

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3074
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-01-07 06:49:32 +01:00
lizzie 82f9d489e7
Revert "[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes (#2565)" (#3249)
FUCK. Fixes crash on Linux and SteamDeck
.
This reverts commit 46b32b7688.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3249
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-01-01 07:02:44 +01:00
lizzie 46b32b7688
[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes (#2565)
- use std::optional instead of std::unique_ptr for the Antialias (FXAA, etc) passes to avoid the extra deref
- use a pattern for deferencing the IR pointer chasing loop as suggested on the intel optimization manual
- this also removes std::vector<> overhead by using boost::container::small_vector<> (not a silver bullet but in the case of this function reduces access times)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2565
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-31 17:00:29 +01:00
MaranBr 2b4d13c205
[video_core] Fix SignalFence and restore OpenGL rendering (#3224)
Fixes OpenGL crashing on launch

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3224
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2025-12-31 01:17:24 +01:00
MaranBr 8ad1d0c317
[maxwell_dma] Fix CONST_A for different component sizes in MaxwellDMA Launch (#3211)
This implements 1 byte and 2 bytes component sizes, required by Marvel: Cosmic Invasion.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3211
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2025-12-31 01:16:44 +01:00
crueter fb1600b7d1
Revert "[bsd, am, fermi] Replace assertions with warnings and update stubs (#3160)" (#3239)
This reverts commit adc41bff70.

fixes jackbox, potentially some others

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3239
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2025-12-31 01:11:47 +01:00
MaranBr 8d31484f64
[video_core] Reduce synchronization overhead and improve performance in DMA operations (#3179)
This reworks the logic to improve performance in many games that heavily rely on DMA. It can help all platforms, but on desktop the performance boost can be noticeable, especially on dedicated GPUs. The option Sync Memory Operations must be enabled.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3179
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2025-12-31 01:00:11 +01:00
lizzie e12a73e8a0
[vk, opengl] macro-ify PixelSurface and SurfaceFormat lists (#3060)
general sanity checks for both vk and opengl to see i didn't mess up any format and/or introduce regressions
likely not, thanks `paste -d" "` for existing :)

Signed-off-by: lizzie lizzie@eden-emu.dev

Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3060
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-30 21:30:34 +01:00
crueter e4cbcec2f1
[settings, frontend] Reorganize graphics/CPU settings, saner defaults (#3233)
- Fast GPU now defaults to 256, removed 128 since it's useless.
- Completely reorganized graphics and CPU settings on both platforms.
  Also got rid of Eden's Veil
- Merged some "use ..." settings that weren't really necessary.
- Changed ExtendedDynamicState to be a combo box

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3233
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2025-12-30 18:03:09 +01:00
Maufeat 6d80a5f823
[nvnflinger,vk] suppress error & warning log spam (#3227)
on LM3 the log file can be up to 20MB/per minute

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3227
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
2025-12-30 05:09:41 +01:00
Caio Oliveira 29717da45b
[vk] add toogle to disable BCn patch (fix crash when fetching drivers on GPU Driver Manager) (#3140)
* adding another toggle is not the right way
  and need to be investigated why it's crashing things out
* this toggle should be removed when this is properly fixed

Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3140
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
2025-12-29 21:53:37 +01:00
xbzk cfae726289
[video_core] nvn descriptor layout fix (#3206)
Yxzx presumes this:
// The NVN driver buffer (index 0) is known to pack the SSBO address followed by its size.
But in MCI i`ve discovered that there are no sizes, both registers are GPU addresses (hence the 2.8gb allocation, it was an address actually)

Method could be much simpler but for safety i`ve routed both old and new worlds.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3206
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2025-12-26 04:54:14 +01:00
Gamer64 bb94cff886
[chore] Fixed a couple memory leaks using up ~15 MB each iteration (#398)
Co-authored-by: Jarrod Norwell <official.antique@gmail.com>
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/398
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Gamer64 <gamer64@eden-emu.dev>
Co-committed-by: Gamer64 <gamer64@eden-emu.dev>
2025-12-26 02:55:52 +01:00
crueter 5213cc5689
Revert "[vk] Correct polygon draw topology mapping for line and point modes (#2834)" (#3158)
This reverts commit 6ba25b6cc0.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3158
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
2025-12-26 02:33:53 +01:00
MaranBr f0fe283038
[host1x] Fix memory leak caused by unbounded frame buffering (#3180)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3180
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2025-12-21 00:51:26 +01:00
lizzie 959f72297d
[vk] use boost::container::deque instead of std::queue for presentation swapchain of frames (#3120)
This may reduce total overhead (as benchmarks show boost::container::deque being better performing than std::deque, especially with the limited set of ops like push_front and pop_back
May actually not help at all and be worse through, as always, performance tests are welcome

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3120
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-12-18 11:29:38 +01:00