This improves frame pacing control, fixes accumulated drift, and adds the ability to change it while the game is running.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3535
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This allows users to choose how the emulator manages frame pacing to reduce stuttering and provide a smoother and more consistent frame rate.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3494
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
fixes VVL, but doesnt make it a hard requirement so drivers which cant load it for some reason just, dont
Validation Error: [ VUID-vkCreateInstance-ppEnabledExtensionNames-01388 ] | MessageID = 0xe5e52180
vkCreateInstance(): pCreateInfo->ppEnabledExtensionNames[3] Missing extension required by the instance extension VK_EXT_surface_maintenance1: VK_KHR_get_surface_capabilities2.
The Vulkan spec states: All required extensions for each extension in the VkInstanceCreateInfo::ppEnabledExtensionNames list must also be present in that list (https://docs.vulkan.org/spec/latest/chapters/initialization.html#VUID-vkCreateInstance-ppEnabledExtensionNames-01388)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3514
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>
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is
in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained
i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :)
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/3442
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>
the function generated the value but we never stored it effectively discarding the result.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3464
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
Improves performance and stuttering in MP4 noticeable on the Steamdeck.
https://git.eden-emu.dev/eden-emu/eden/pulls/3456#issuecomment-19064
LM3 Fixed in #3457
Attempt to fix a flickering issue noticed with LM3
<video src="/attachments/6bf12c4b-a67b-469a-9806-db8390be02ff" title="Flicker" controls></video>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3456
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
It seems too easy, the specification does not state anything more to be done for it towork.
Requires performance testing on android.
Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3318
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
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>
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>
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>
- 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>
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>
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>
- 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>
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>
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>
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>
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>
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>
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

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>
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>
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>
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>
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>
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
- [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>
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>
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>
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>
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>
* 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>
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>
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>
- 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>