During building eden on FreeBSD, it always assumed that FreeBSD due to being part of the unix family, has gamemode support, too.
Since it doesn't the building process failed.
This commit aims to fix that by separating out Unix and Linux for CMake to ensure there are no conflicts.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/117
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
I noticed that AllocGPFIFOEX was missing from eden.
It is the same as GPFIFOEX2, but is called separately, even on the real console.
I updated the struct to match closely the one seen on switchbrew, and changed the STUBS, because according to sources they seem to be complete.
My guess is that the STUBS were remained due to the unknowns back then.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/115
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
Adds proper checking to allocate object context, and saves each context separately, based on old stubs from Yuzu's, implemented now to resolve services and better handling of future issues.
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/104
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
This commit updates the 'genshinSpoof' build flavour to display "Eden Optimised" as the app name by setting 'resValue("string", "app_name_suffixed", "Eden Optimised")'. This helps differentiate the optimised spoofed build from other versions.
Authored-by: Bix <bix@bixed.xyz>
Signed-off-by: Bix <bix@bixed.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/101
Co-authored-by: Bix <bix@bixed.xyz>
Co-committed-by: Bix <bix@bixed.xyz>
This commit introduces extended support for low-precision integer casting (int8, int16) in the SPIR-V shader generation pipeline, improving compatibility and performance across both Android and PC platforms.
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/86
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
It should improve line stipple accuracy and the depth stencilling as part of the ExtendedDynamicState improvements.
Co-authored-by: crueter <crueter@eden-emu.dev>
Signed-off-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/59
Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-committed-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/88
This implements the use of VK_FILTER_CUBIC_EXT as a replacement for the software-based bicubic window adapting filter, used primarily for texture sampling in upscaled or downscaled surfaces such as UI, transparency effects, and screen-space elements in Unreal Engine 4 titles.
The Vulkan cubic filter is now conditionally enabled if the following are satisfied:
The device supports VK_EXT_filter_cubic
The format used supports VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_CUBIC_BIT_EXT
This change improves visual quality while reducing GPU workload by offloading cubic filtering to the driver instead of running custom sampling code in shaders. On supported hardware (e.g. desktop GPUs or high-end Adreno/AMD devices), it results in smoother transitions, improved transparency sampling, and better fidelity with lower shader complexity.
Fallback to the original software bicubic logic remains in place for devices lacking the extension or format capability.
Tested on several UE4 titles and confirmed to preserve or enhance visual output, especially in alpha-blended and UI-heavy scenes.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This fixes green screen on unsupported devices trying to use GPU decoding and improve compatibility with default builds of FFmpeg on all platforms.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/85
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Co-committed-by: MaranBr <maranbr@eden-emu.dev>
revert [android] Fix 0fps errors on DKCR, Subnautica, and Ori 2 (#79)
Co-authored-by: Pavel Barabanov <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/79
Option reverted due problems caused with another games and make some advances worst when testing, if necessary it's going to be refined to be converted into a toggle.
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/82
This commit adds a working implementation of the `GetBufferHistory` transaction in `BufferQueueProducer`, removing the previous stub.
Adapted by Jarrod Norwell for Sudachi, this implementation references the behavior in Ryujinx; commit rescued by Maufeat and another Eden teammate from Sudachi's reference, fixed and adapted for Eden usage.
It helps improve compatibility with Unreal Engine 4 titles and others that depend on proper surface history tracking for rendering pipelines, especially with regard to lighting, bloom, and alpha transitions.
Functionality has been tested for stability and does not introduce regressions, though further validation is recommended.
Co-authored-by: Maufeat <maufeat@eden-emu.dev>
Co-committed-by: Maufeat <maufeat@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/83
This commit introduces an implementation for `ZBCSetTable` in `nvhost_ctrl_gpu`, which is invoked by games and system services to configure default clear values for depth, stencil, and color attachments on the GPU, allowing better instructions on how the ZCull Block Compression expects to work within the emulated GPU.
This is an important step for compatibility with titles or system modules that expect ZBC configuration support.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This fixes GPU decoding for the VP8 video codec on supported devices.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/72
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Co-committed-by: MaranBr <maranbr@eden-emu.dev>
This fixes the FFmpeg crash on Linux / Steam Deck.
Credit to Maufeat for AVERROR_EOF check.
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/37
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Co-committed-by: MaranBr <maranbr@eden-emu.dev>
FreeBSD doesn't support NVDEC, CUDA, and partially supports VAAPI (mostly for firefox).
Implementing VAAPI for other use cases would be a little bit complicated so, I chose to switch it off for FreeBSD.
This PR ensures that FFmpeg will always default to software decoding on FreeBSD, but should remain the same functionalities for other OS's.
The results are slight CPU increases while decoding in software mode, but still neglectable and they don't really harm performance.
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/64
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
Previously, if the user selected a per-game driver and that driver was
deleted from the global menu, it would cause a crash, it was because of
a mismatch between FileNotFoundException and NoSuchFileException. To
avoid the inconsistency I just made the check for if a file exists or
not to be separate.
Signed-off-by: Aleksandr Popovich <popovich@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/58
Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-committed-by: Aleksandr Popovich <popovich@eden-emu.dev>
Closes#12
Adds a menu option to install firmware from a packed ZIP.
This PR additionally lays the groundwork to add data import/export via ZIP. In the future, a qt_common subproject should be added to handle common Qt tasks such as this.
Furthermore, to decrease dependency complexity, this also introduces CPM, a wrapper around FetchContent. In theory, this should also lay the groundwork for #8 as well.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/52
Extracts some firmware version/verification functions into
`frontend_common` to reduce duplicate code, especially for the new QML
frontend.
Additionally adds a check for games that are known to require firmware
(e.g. MK8DX) and warns the user if they don't have firmware installed
and attempt to run the game.
Firmware installation is to be in a separate PR.
Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/38
revert [android] Snapdragon 865 patches (#23)
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.bixed.xyz/Bix/eden/pulls/23
Reverted due to heavy performance hits on Android with higher specifications, will be adjusted to be included in a specific build for older A6XX devices, as 855, 860, 865, 870, meanwhile it does fix critical issues with certain games crashing due to memory and VRAM usage, hits performance on SoC that can do it without this special flags.
revert [ir] Align and bias memory stronger
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/229
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Reverted as showed up issues with buffers on games that weren't expected, it's going to be refined and implemented again with better params.
- adds the option to show power draw in amperes
- shows if the battery is charging
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.bixed.xyz/Bix/eden/pulls/22
- Cherry picked the patches from xbzk PR.
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/254
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/252
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/229
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
The actual SPIRV Shader Optimization option doesn't seem to do anything as long as it isn't vinculed, so let's rework it to make it work
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: echosys <echosys@noreply.localhost>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
This simplifies the FFmpeg code a bit more and removes unused variables left in the code.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/243
revert [Texture_cache] Better memory handling for devices with lower memory allocations (#233)
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
Had showed some regressions on devices with higher specifications, will be refined to return as a toggle in a later commit.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/240
Fixes rift clipping in LoZ: EOW + possible fixes for other games.
NOTE: Flickering may occur, this is for testing purposes.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/234
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
Fixes black squares in Fire Emblem: Three Houses.
And fixes vertex explosions in The Legend of Zelda: Breath of the Wild shrine areas.
These were caused by NaN values from overflowed conversions to float16.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/215
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
quick fix for refresh features in portrait, casting them as SwipeRefreshLayout, since MidScreenSwipeRefreshLayout only exists in landscape.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/231
Co-authored-by: xbzk <xbzk@noreply.localhost>
Co-committed-by: xbzk <xbzk@noreply.localhost>
This seems to improve some games graphics and it may be helpful for MSAA, at the cost of reducing a bit the performance.
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: crueter <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/235
Co-authored-by: Gamer64 <gamer64@noreply.localhost>
Co-committed-by: Gamer64 <gamer64@noreply.localhost>
There is a cmd `IsAnyInternetRequestAccepted` which is called by games like DOOM to check if internet access is available. Adds the newly added airplane mode there.
Also, moved down the airplane mode check on bsd to also check if it's a local file request, if it is, let it connect. (SMO guide web applet for example)
+ adds a check in IRequest if airplane mode is active, which then results in an not succeeding requests.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/225
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Simplified and add AVERROR_EOF check, seems to do the trick.
Fixed Blasphemous 2 and Burnout Paradise crash and more
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-authored-by: MaranBr <maranbr@fake.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/224
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Currently Android only, will need to be added to desktop.
Android incorrectly records firmware as 19.0.1 if on a higher version...
TODO:
- [x] desktop
- [x] fix android
Signed-off-by: crueter <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/222
Co-authored-by: crueter <swurl@swurl.xyz>
Co-committed-by: crueter <swurl@swurl.xyz>
Adds Airplane Mode function to settings, host states, etc.
Windows implemented only for now.
Closes#203
Co-authored-by: crueter <swurl@swurl.xyz>
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/204
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Adds an option to set a user's profile image from the avatars in the firmware. Background color can be changed with a color picker. Also modifies profile image saving to account for this, and as a result images are now saved as JPEG with 100% quality. Any PNG, JPEG, or BMP can now also be used in the image file picker instead of just JPEG.
Using ryujinx's implementation and other parts of the yuzu codebase for reference.
Credit: Torzu, lui
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/56
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-committed-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/205
Co-authored-by: JPikachu <jpikachu@noreply.localhost>
Co-committed-by: JPikachu <jpikachu@noreply.localhost>
- Adds ICONV_LIBRARY to CMakeList to fix ffmpeg compilation error
- Replaces the app icon from yuzu.icns to eden.icns
- Changes app title and name from yuzu to eden
- Updates MoltenVK to 1.3.0
Note: The wiki also needs an update, after merge to master I'll edit the wiki. The wiki says to installs Qt5 but eden uses Qt6.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/202
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Build with: ./gradlew assembleGenshinSpoofRelease
Using com.miHoYo.Yuanshen to enable device dependent features such as AI frame generation.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/206
Co-authored-by: Bix <xq9zp7f2@proton.me>
Co-committed-by: Bix <xq9zp7f2@proton.me>
The cache is now thread-safe using std::shared_mutex, allowing concurrent reads without blocking and some other minor things to better maintenance
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/199
Co-authored-by: MrPurple666 <mrpurple666@noreply.localhost>
Co-committed-by: MrPurple666 <mrpurple666@noreply.localhost>
Uses native power state methods to display battery percentage and charging state correctly. Mainly for qlaunch.
Tested on Windows, Linux. Mac and Android
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/197
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This updates FFmpeg to 7.1.1, libvpx to 1.13.1 and libx264 to c24e06c on Android.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/187
Reviewed-by: crueter <crueter@noreply.localhost>
Co-authored-by: MaranBr <maranbr@noreply.localhost>
Co-committed-by: MaranBr <maranbr@noreply.localhost>
intended to fix top margin for screens with non zero cutout insets
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/185
Co-authored-by: xbzk <xbzk@noreply.localhost>
Co-committed-by: xbzk <xbzk@noreply.localhost>
- Runtime validation rather than toasts
- Refactored some minor details
- Improved language clarity
- add TODOs
Signed-off-by: crueter <swurl@swurl.xyz>
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: Pavel Barabanov <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/175
Co-authored-by: crueter <swurl@swurl.xyz>
Co-committed-by: crueter <swurl@swurl.xyz>
This is incremental to pr #154 (and a replacement for pr #161)
It fixes top (portrait) and sides (landscape) margins accumulating upon enter/exit search bar.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/163
Co-authored-by: xbzk <xbzk@noreply.localhost>
Co-committed-by: xbzk <xbzk@noreply.localhost>
This change works as publicly demonstrated, it doesn't work completely because I'm unable to improve it at the moment, tropic seems like he was scratching his ass instead of doing it at the time.
IT SHOULD IMPROVE CIV7 AND DIABLO 2
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/145
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
as discussed in #dev-chat, the goal is to feed untracked bindless textures requests with last valid bindless textures for now, so that most games keep running despite possible visual artifacts. as Track evolves, this mock shall be dropped eventually.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/150
Co-authored-by: xbzk <xbzk@noreply.localhost>
Co-committed-by: xbzk <xbzk@noreply.localhost>
This is adapted from kleidis old PR to Azahar. Changes from it:
- Fixed inconsistent button styling in the dialog for connection
- Allowed to hide both empty and full rooms.
- Proper serving of preferred games
- Enables web service for android by default
- Better implementation of multiplayer.cpp that works with oop
Also fixes the room network class and turns it into a static namespace
in network
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/125
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Lets the user download & install drivers from various repositories.
Co-authored-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/130
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Fixes video decoding issues and enables compatibility with newer versions of FFmpeg.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/155
Not limited to MK8D, this commit may fix games that commonly crash on the controller applet and possibly others as well.
This new approach prevents other games from breaking with this fix.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/149
This enables the DXVA2, D3D11VA, D3D11VA2 and NVENC decoders for GPU decoding of H264 and VP9 formats on Windows.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/139
Properly recognizes AppImage launches and deduplicates some code b/t
home menu and game list shortcuts
Signed-off-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/137
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
Added support for many different game hub apps.
Sorry about pushing meant to push on my branch.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/128
Co-authored-by: Bix <xq9zp7f2@proton.me>
Co-committed-by: Bix <xq9zp7f2@proton.me>
(with some extra spice)
Maybe this should be a target for Android as well.
Signed-off-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/132
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
Removes the workaround and properly fixes the controller applet stuck on Mario Kart 8 Deluxe and possibly other games as well
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/129
This is a simple workaround created by Exverge for Suyu and ported to Eden by me. I believe it is safe to integrate into the project for now, until we can figure out a better way to handle this.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/127
Added full support for Samsung Game hub and initial support for Xiaomi, Asus and Oneplus, as well as a general rewrite.
Signed-off-by: Bix <xq9zp7f2@proton.me>
also, fixes CI not targeting the right flag settings.
this pr needs to add the room exe removal from lime3ds.
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/106
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/113
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/112
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
• MSAA Fixes: Fixes upload/download for MSAA textures using temporary non-MSAA images. Ensures compatibility with color formats and adds fallbacks for depth/stencil.
• Memory fix misallocation: Adds checks for null/zero-length operations in memory management and improves cleanup to avoid crashes (Related to crash issues due to misallocation, RP5 and 865)
• Vulkan Initialization (RAII): this almost rewrites the way vulkan initializes to avoid crashes, using a correct order now (thanks @crueter for the initial fix)
•Please check before merging:
- Test MSAA workflows (especially color/depth transitions and low memory cases).
- Verify memory operations (e.g., unmapping zero-length regions).
- Check Vulkan object lifetimes and platform-specific behavior.
- Check others plataforms beyond android
Why is everything in one PR? Otherwise, this is all a big fix, by checking the points above we can create a branch for each one and check them by themselves. I'm not standing still while I'm away, I'm just out of time for now.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/116
Co-authored-by: MrPurple666 <mrpurple666@noreply.localhost>
Co-committed-by: MrPurple666 <mrpurple666@noreply.localhost>
- removes provoking vertex, vertex input, dynamic state if not supported
- moves dynamic state to be a 0-3 slider and vertex input its own checkbox
- the rich presence was disabled on linux.
- there were duplicate settings in "edens veil"?
- weird behavior of the vertex input checkbox on per game setting
- adds xenoblade 2 to the d24 conversion control function
- adds the flush logs by line setting to android.
- adds the memory layout setting to android
- Adds the option to show building shaders on the android overlay.
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/105
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
- GLASM/SPIR-V mixup on Android
- potential greenscreen fix (thx suyu)
- save memory layout and add 10gb/12gb options
- potential samsung gaming hub fix
- fix layout of controller UI
- fix default settings to sensible defaults.
- note to TotK that you should increase memory layout
- Error checking for Windows linking
- fix an IDE error
- improved migration system w/threading and busy indicator
- disabled citron migration for now
- replaced some user-facing legacy strings with eden
- Added 10GB and 12GB DRAM layouts
- Fix Android black screen issues
- add discord link & update FAQ/Quickstart
- update links in about page
- add back rich presence
- add Don't show again for desktop pre alpha banner
- add citron warning to android and polaris to desktop
Signed-off-by: swurl <swurl@swurl.xyz>
Co-authored-by: Pavel Barabanov <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/101
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
Includes citron, sudachi, yuzu
currently broken, because the eden dir is always made early?
Signed-off-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/91
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
Should fix or at least lessen the crashes when leaving runtime emulation on both Android / PC
Also, may have improved the time required to leave the game
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/75
Co-authored-by: Briar <205427297+icy-briar@users.noreply.github.com>
Co-committed-by: Briar <205427297+icy-briar@users.noreply.github.com>
This commit introduces multiple improvements to IPC handling and system management services, enhancing game compatibility and emulator stability.
--- 1. Fully Implemented QueryPointerBufferSize Service:
- Exposes the per-process IPC pointer buffer size through `QueryPointerBufferSize` instead of returning stubbed values.
- Added `m_pointer_buffer_size` field to `KProcess`, initialized with a safe default (0x8000).
- Introduced getter and setter methods (`GetPointerBufferSize()` / `SetPointerBufferSize()`).
- Registered new handler in `sm_controller` for handling QueryPointerBufferSize requests.
- Ensures accurate buffer size reporting for games relying on this service.
--- 2. Automatic Pointer Buffer Sizing Per-Game:
- Automatically determines heap size by parsing `main.npdm` from the game’s ExeFS:
- Heap size > 1 GiB → pointer buffer size set to `0x10000`.
- Heap size > 512 MiB → pointer buffer size set to `0xC000`.
- Otherwise, defaults to `0x8000`.
- Gracefully handles missing or malformed `main.npdm` by falling back to default settings.
- Automatically configures pointer buffer size during `AppLoader_NCA::Load`.
- Added logging for heap size detection and buffer size configuration for easier debugging.
--- 3. SM Service Improvements:
- Added full implementation of `QueryPointerBufferSize` within the SM service framework.
- Cleaned up stubbed methods and ensured correct domain handling.
- Registered new service commands (e.g., `SetPointerBufferSize` and `QueryPointerBufferSize`) in `sm_controller`.
- Improved session handling with proper conversion to domain objects where necessary.
--- Benefits:
- Greatly improves compatibility with games that require larger IPC pointer buffers
- Eliminates the need for manual per-game pointer buffer overrides.
- More accurate emulation of Switch system services, improving stability for both commercial titles and homebrew.
- Provides cleaner logging for easier debugging and maintenance.
- Future-proofs IPC handling for upcoming titles with higher memory demands.
--- Additional Notes:
- Default pointer buffer size remains 0x8000 for smaller titles or if heap size cannot be determined.
- Falls back to safe defaults without affecting overall emulator performance.
- All new service calls properly registered and integrated without breaking existing functionality.
If the user selects dynamic state = 0, force-disable all Vulkan dynamic state extensions and related struct fields.
This ensures compatibility with drivers and simplifies shader pipeline logic.
Also logs all removals for clarity.
If the setting dyna_state is set to 0 (dynamic state disabled), must_emulate_scaled_formats is forced "true" for proper rendering.
If dyna_state is set to 1, 2, or 3 (dynamic state enabled), must_emulate_scaled_formats is forced "false" for proper dyna-state use.
This change applies globally after all device-specific quirks and is logged clearly at boot for easier debugging.
- Forcefully disabled dynamic state extensions if Vulkan reports that
the device doesn't support it (need to update UI for this)
- Adds some more supported state 3 extensions
- Adds back stencil reinterpretation
- default to 0 on Android and 1 on desktop
Signed-off-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/57
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
Some games suck with updates on Yuzu, this lets the user know about it.
Currently, only Tears of the Kingdom is known to be affected, but this
can easily be expanded to include more games.
Signed-off-by: swurl <swurl@swurl.xyz>
Thank you to Ryujinx (riperiperi specifically) for the pointer towards clip distances
Huge thanks to crueter for finding where the code works and Camille for giving pointers along the way.
- Updated Horizon OS version to 19.0.1 and NintendoSDK version to 1.0. Adjusted `VERSION_HASH`, `DISPLAY_VERSION`, and `DISPLAY_TITLE` to match the new firmware versions.
ref: fcb6444037
- Return to original NVN bias values which better cover the full range of storage buffer accesses:
- offset_begin: 0x110 -> 0x100
- offset_end: 0x610 -> 0x700
The wider range ensures we catch all valid storage buffer accesses
while maintaining the same alignment requirements.
ref: 2564e721df
Updates the OpenDisplay function in IApplicationDisplayService to properly
validate display names. Instead of only accepting "Default", now validates
against all known valid display names: "Default", "External", "Edid",
"Internal", and "Null".
- Changes log level from WARNING to DEBUG since this is no longer stubbed
- Adds proper validation for all valid display names
- Returns ResultOperationFailed for invalid display names
- Improves logging by including the requested display name
Enhances the Vulkan memory allocator with better OOM handling and memory
alignment:
* Add memory recovery by cleaning up empty allocations before failing
* Implement proper fallback to non-device-local memory
* Simplify memory alignment handling for different vendors
* Add better error logging for allocation failures
* Add IsEmpty() helper to track unused allocations
* Fix alignment requirements for Adreno (4KB) vs other vendors
These changes improve the robustness of memory allocation, particularly
in low-memory situations, and streamline vendor-specific alignment
requirements.
Add workarounds for Samsung Xclipse GPUs:
- Disable extendedDynamicState3ColorBlendEquation as it is broken in Samsung
drivers, similar to AMD drivers
- Add Samsung's proprietary driver to the validated driver list for clock
boosting
- Fix log message to indicate both AMD and Samsung drivers have broken
color blend equation support
Remove stray logical OR operator from validated_driver condition.
- Add Unknown5000 implementation to create duplicate controller interface
- Add new debug-related command handlers:
* OverrideDefaultTargetForDebug (50001)
* SetForceOverrideExternalDeviceNameForDebug (50003)
* ClearForceOverrideExternalDeviceNameForDebug (50004)
- Add proper debug logging for interface creation
- Update header with new function declaration
- Fix missing commas in function registration array
These changes improve the audio controller implementation by
adding support for interface duplication and debug override
functionality. The implementation maintains proper interface
lifetime management using SharedFrom.
Commit from Suyu, looks like Yuzu devs forgot to initialize memory here.
Comment from darktux: I've changed the use of memset to std::fill.
Co-authored-by: Belal Ashraf <nullequal@noreply.localhost>
Reviewed-on: http://y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion/darktux/torzu/pulls/3
Co-authored-by: darktux <darktux@y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion>
Co-committed-by: darktux <darktux@y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion>
- Now the fps follows theme color set in settings
- Added the ability to toggle stats on and off depending on user preference
- Now you are able to change the fps position and add a background behind it for easier reding
New added stats for the overlay are
FPS
FRAMETIME,
SPEED,
APP_RAM_USAGE,
SYSTEM_RAM_USAGE,
BATTERY_TEMPERATURE,
- Added missing <thread> header for std::thread usage
- Added <fcntl.h> for O_CLOEXEC and O_NONBLOCK definitions
- Fixed struct initialization order in uffdio_copy to match declaration order
Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit adds Windows-specific implementation of the fault-managed memory
system, providing similar functionality to the existing Linux/Android implementation.
Key changes:
- Added Windows-specific memory management using VirtualAlloc/VirtualFree
- Implemented Windows vectored exception handler for page fault handling
- Added proper memory protection and page fault handling on Windows
- Updated memory snapshot functionality to work on Windows
- Added proper cleanup of Windows-specific resources
- Fixed type conversion issues in memory management code
- Added proper error handling for Windows memory operations
- Fixed VRAM Memory Layout Mode to allow up to 12Gb
The implementation uses Windows-specific APIs:
- VirtualAlloc/VirtualFree for memory management
- AddVectoredExceptionHandler for page fault handling
- VirtualProtect for memory protection management
This change maintains feature parity with the Linux/Android implementation
while using Windows-native APIs for better performance and reliability.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Adds a new cross-platform memory management system with enhanced capabilities:
- Fault-managed memory allocation for Linux/Android platforms
- Memory snapshot and differential snapshot support
- Predictive memory reuse tracking for optimized access patterns
- Vulkan compute buffer integration
- User-configurable settings for enabling features
The system integrates with the existing Vulkan renderer to provide more
efficient memory handling, especially for compute-intensive workloads.
Co-authored-by: boss.sfc <boss.sfc@citron-emu.org>
Co-committed-by: boss.sfc <boss.sfc@citron-emu.org>
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Implement a robust asynchronous shader compilation system inspired by commit
1fd5fefcb17fe7fe65faed1c991fb41db782ab0f. This enhancement provides:
- True multi-threaded shader compilation with atomic status tracking
- Persistent disk caching for faster shader loading
- Command queue system for background processing
- Integration with Citron's scheduler for better resource management
- Parallel shader loading to reduce startup times
- Improved error handling and recovery mechanisms
These changes significantly reduce shader compilation stuttering and improve
overall performance when using asynchronous shaders. The implementation
maintains compatibility with Citron's existing architecture while adding
more robust threading capabilities.
Co-authored-by: boss.sfc <boss.sfc@citron-emu.org>
Co-committed-by: boss.sfc <boss.sfc@citron-emu.org>
Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit adds improved Vulkan functionality to the Citron emulator:
- Add thread-safe texture management with automatic error recovery
- Implement shader caching with validation support
- Add robust error handling for Vulkan operations
- Implement platform-specific initialization for Windows, Linux, and Android
These enhancements improve stability when handling texture loading errors
and provide better recovery mechanisms for Vulkan failures.
Co-authored-by: boss.sfc <boss.sfc@citron-emu.org>
Co-committed-by: boss.sfc <boss.sfc@citron-emu.org>
Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit adds new settings and optimizations for shader compilation:
- Add new settings:
- use_enhanced_shader_building: Enable enhanced shader compilation
- shader_compilation_priority: Control shader compilation priority
- Improve shader compilation performance:
- Optimize worker thread allocation based on CPU cores
- Add smarter async shader compilation heuristics
- Prioritize vertex and fragment shader compilation
- Add performance tracking and logging
- Add performance monitoring:
- Track shader compilation times
- Log slow shader compilations
- Monitor async shader compilation statistics
This is a work in progress commit. Further optimizations and refinements
will be needed based on testing and feedback.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
The functionality acts much more like a real-time downscale since the FSR1 used by Yuzu is not compatible with a real interpolation and is just upscale and downscale.
Refactors and improves the texture format conversion system in the Vulkan
renderer:
- Adds proper sRGB to linear conversion for depth formats
- Improves shader accuracy for ABGR8 SRGB to D24S8 conversion
- Adds gamma correction and proper depth range clamping
- Moves GetSupportedFormat implementation to header
- Cleans up format conversion switch statement
- Removes redundant format conversion paths
The changes improve accuracy when converting between color and depth
formats, particularly for sRGB sources. The shader improvements ensure
proper gamma correction and depth range handling.
Technical changes:
- Improves sRGB to linear conversion in fragment shader
- Adds proper depth value clamping
- Consolidates format conversion logic
- Removes duplicate GetSupportedFormat implementation
Adds several new shader-based format conversion pipelines to support additional
texture formats and operations:
- RGBA8 to BGRA8 conversion
- YUV420/RGB conversions
- BC7 to RGBA8 decompression
- ASTC HDR to RGBA16F decompression
- RGBA16F to RGBA8 conversion
- Temporal dithering
- Dynamic resolution scaling
Updates the texture cache runtime to handle these new conversion paths and adds
helper functions to check format compatibility for dithering and scaling
operations.
The changes include:
- New shader files and CMake entries
- Additional conversion pipeline setup in BlitImageHelper
- Extended format conversion logic in TextureCacheRuntime
- New format compatibility check helpers
Implements conversion from sRGB color formats to D24S8 depth-stencil format
in the Vulkan renderer. This change includes:
- New fragment shader convert_abgr8_srgb_to_d24s8.frag that handles proper
sRGB to linear conversion before depth calculation
- Added shader to CMake build system
- Extended BlitImageHelper with new conversion pipeline and methods
- Updated texture cache to handle sRGB to D24S8 format conversion paths
The conversion properly handles sRGB color space by first converting to
linear space before calculating luminance values for the depth component,
while preserving alpha channel data for the stencil component.