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.
* Port SearchFragment functionality to GameFragment @kleidis
Co-authored-by: Briar <205427297+icybriarr@users.noreply.github.com>
* Remove the bottom navigation bar and SearchFragment remaining code @ishan09811
* Add 2 new game view types `Grid & `List` to GameAdapter @kleidis
* Fix padding on header
* Change app name to uppercase
---------
Co-authored-by: Kleidis <167202775+kleidis@users.noreply.github.com>
Co-authored-by: Briar <205427297+icybriarr@users.noreply.github.com>
Co-authored-by: Ishan09811 <156402647+Ishan09811@users.noreply.github.com>
- Modify DmaPusher to use safe memory reads when handling compute
operations at High GPU accuracy
- Prevent potential memory corruption issues that could lead to
invalid dispatch parameters
- Previously, unsafe reads could result in corrupted launch_description
data in KeplerCompute::ProcessLaunch, causing invalid vkCmdDispatch
calls
- By enforcing safe reads specifically for compute operations, we
maintain performance for other GPU tasks while ensuring compute
dispatch stability
This change requires >= High GPU accuracy level to take effect.
Adds support for InfoType::SystemResourceSize (0x1C) which is required for
proper initialization of the Virtual Address Memory Manager (VAMM). This
implementation:
1. Adds SystemResourceSize to the InfoType enum in svc_types.h
2. Implements the GetInfo handler for SystemResourceSize in svc_info.cpp
3. Returns 512MB (0x20000000 bytes) as the system resource size
4. Adds debug logging for the SVC call
The 512MB value is chosen based on typical system resource allocations
needed for VAMM initialization on the Nintendo Switch.
This fixes crashes in games that rely on VAMM functionality, particularly
during nn::os::detail::VammManager::InitializeIfEnabled().
Updated the ssl stubs to implement ssl:s for Firmware 19
This should make Xenoblade X: Definitive Edition bootable
Credit: Antique - (Sudachi) Dev [https://sudachi.emuplace.app/]
* android: Add static color theme option ported from Azahar
* android: Remove leftover xml from early access fragment
* android: Properly theme material dialogs to theme color
* android: Fixup colors through the app
and make game image corners more round
* android: Set default theme to violet to match eden branding
* Update license headers
---------
Co-authored-by: Kleidis <167202775+kleidis@users.noreply.github.com>
If you tried to connect a controller that was previously configured with an unsupported style for your game, when you try to connect that controller, it will immediately disconnect. This ensures that the controller that is being connected will be changed to the first supported style index before being connected.
Controls can have no mapping if they are either "[empty]" or and empty string. This was causing an issue if you reset mapping on all controllers and then tried to play a game. The check to determine whether auto mapping was required would fail and leave you will no mapped controllers. This feels a bit like user error but it smooths things out if you forget so I see it as necessary.
* Import keys, re-initialize KeyManager, re-scan vfs, re-populate game list.
* <.< spelling.
* Update based on feedback on #13047 and this PR
* Based on feedback: Don't delete existing files. There's legitimate reasons that someone may want to keep their retail keys and title key handling is resilient to mismatches.
* Update src/yuzu/main.cpp
Co-authored-by: Tobias <thm.frey@gmail.com>
* Remove translation of literal filename/filter format.
* clang-format.
---------
Co-authored-by: Tobias <thm.frey@gmail.com>
It's a bit of a hack since I'm moving the view instead of telling the Vulkan surface to bias itself to the top/bottom/center but it works fine for now.