this can be seen immediately on startup of switch sports where the passthru geometry shader will spectacularly fail to compile because the driver complains about re-declaration
this is just a simple and quickie fix for that
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3357
Reviewed-by: Maufeat <sahyno1996@gmail.com>
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 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>
The gray one is not displaying correct on qlaunch, so why not use a eden one :)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3350
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Mostly just jpeg being weird. Also, due to the way I've built it, we
don't need all those system libs anymore because they are bundled into
the Qt build.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3352
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-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>
Your radioactive computers get beat by an intel i5-2540M on a 5400RPM
hard drive that exploded in my sleep btw
Also sets mainline to default and gets rid of the horrific naming logic
I had before.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3340
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
The issue occurs because shaders generated without RescalingPass are too simple, triggering driver optimization bugs on some GPUs.
Fixes rendering issues in Luigi's Mansion 3 and possibly other games as well.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3346
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
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>
fixes joypad overlay autohide during holding actions
suppose holding right to move character. that wouldn't clear autohide countdown, and it also would deny other touches to do so.
i guess this was buried coz those who truly use joypad overlay don't use autohide.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3337
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
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>
this revert is intended to bring back the original behavior (throw exception) for untracked bindless textures.
reason: this was a mock intended to extend ender magnolia's mean time to crash.
by reverting it we will be able to identify more games which rely on bindless textures, and avoid to obfuscate visual issues investigation on them.
this is super safe to merge. if any game that was benefitting of it gets visual regression, we will know immediately via the throw message in logs.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3331
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
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>
As stated by @PavelBARABANOV when joypad overlay was being hidden via quick toggle or autohides (time/input), touchpad was being disabled along (hiding via original show/hide checkbox was working ok).
This PR fixes this by centering all joypad overlay toggling paths, and using correct method to not disable touchpad.
Additionally, mirror state variable was removed for better sync, and also touching screen will only unhide if hiding was triggered via autohides.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3315
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
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>
This pulls eden releases changelog & text from our github releases.
We don't store the msgpack file but rather generate them in-memory for the News Applet.
Uses cache folder. Files generated are:
- cache/news/github_releases.json
- cache/news/eden_logo.jpg
- cache/news/news_read
Additional changes:
- Proper TLV returning for online web applet, to open external URL
- Add applet type `LHub` to properly close, as it also uses TLV return
- qlaunch app sorting, adds another cached .json to track last launched app timestamps and sort them accordingly
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3308
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@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>
this should fix issue where you couldn't connect more than 4 controllers at once
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3305
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@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>
Alder Lake/Tremont or superior feature only, based on archived UMWAIT by @Wunkolo. With some fixes due to register corruption/clobber (regalloc was blind to this)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2614
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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>
basically nobody ever used that path, we instead soft-crash upon not being able to allocate **backing** storage, we do still attempt to allocate a virtual base through, but if backing storage fails for any reason whatsoever, we pretty much cant run the emulator anyways
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3133
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>
supercedes #3295
Intel Atom N450 6 billion fps
also for the note, host calls are expensive as fuck
please test i didn't break other games kthx
Test with both a pre-AVX2 CPU (like i5-3th gen) AND a AVX2 cpu (like a i7-4th gen)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3297
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>
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>
user doesn't need it and just wastes resources
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3293
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 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>
"Eden" is still shown when user is idle

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2828
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: festivity <festivity@eden-emu.dev>
Co-committed-by: festivity <festivity@eden-emu.dev>
(Hopefully last regression from #3074)
Fixes Super Mario RPG and rain on Pokemon Arceus
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3292
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-committed-by: DraVee <dravee@eden-emu.dev>
- each time you reference TLS data the compiler generates calls to register _atexit() for them
- it also uses `mov %fs:%rax` or whatever, segmented moves are EXPENSIVE since they break pipeline
- occupies less TLS slots for windows :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3283
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>
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>
This PR brings a feature that has been needed for some time in the Android Switch emulation community: environment variables for Turnip/Freedreno drivers. These are available in PC emulators and can help fix some problems, especially the TU_DEBUG function, which can be set to gmem (thus allowing Adreno 710/720 users to run Turnip correctly), and noubwc, which fixes some problems for OneUI users.
This could also help us debug Turnip in a "better way" in the future.
Attached is a screenshot of a user, Ivan albio, using the gmem function on Adreno 710.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3205
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
* 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>
https://git.eden-emu.dev/eden-emu/eden/pulls/3183 removed the
`project` command from the dynarmic CMakeLists.txt. This causes
CMake to assume the default languages for the project which are C
and C++, however, dynarmic_tests has some parts written in assembly
(`src/dynarmic/tests/rsqrt_test_fn.s`) which causes linking failure.
Signed-off-by: Marcin Serwin <marcin@serwin.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3256
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Marcin Serwin <marcin@serwin.dev>
Co-committed-by: Marcin Serwin <marcin@serwin.dev>
added a new RendererHacks category, moved them to the Extensions tab and
renamed that tab Extras. Should fit in smaller screens now
also Performance -> Fast, GPU Accuracy -> GPU Mode
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3245
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
The static theme color picker doesn´t do anything when Material You is selected, so it´s better to hide it.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3244
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Mike22 <misakupka@gmail.com>
Co-committed-by: Mike22 <misakupka@gmail.com>
This fixes an issue where game cards can stack focus highlights by touching and sliding in Grid/List views. Running and exiting the game by touch leaves a sticky focus that is not cleared. It is again possible to stack focus highlights that way.
The first commit fixes the bug, the second refactors and simplifies the state management in GradientBorderCardView.
WIP for now, until I thoroughly test it.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3242
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Mike22 <misakupka@gmail.com>
Co-committed-by: Mike22 <misakupka@gmail.com>
2048 bytes of static storage (128 threads) is more than enough for most applications
Highly hit or miss (most likely miss) - check with TOTK beforehand, should bring perf stuff to Android; in theory
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3025
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>
Rewrote the entire tooling scheme. That's about it, just make sure
tooling works as expected everywhere.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3183
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
This PR fixes the real culprit for the crash mentioned in #3212 (which has its value coz it fixes other layout's minor navigation issues)
The reason was not the carousel, but the joypad overlay autohide instead.
To reproduce the crash, just enable autohide, launch the game, and leave before overlay gets hidden. eden should crash in few seconds.
The fix was adding barriers to ensure fragment is currently attached to its activity and the binding is not null.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3243
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
fixes cheat_xxx.txt not appearing in Qt frontend - the cheat gets enabled but won't be able to be disabled from UI
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3223
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@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>
removed descriptions for options that are extremely self-explanatory:
- Show frametime
- Show battery temperature
- Show system specifications overlay
- Show device model
- Show GPU model
- Show firmware version
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3214
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>
The new changes are in the input overlay section
Known issues:
- Auto hide, also hides the overlay in gameless edit mode
- Same goes for the controller auto hide option
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3234
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
- remove leftovers
- update script to update all Eden related icons
- using base_named rather than base on About page
- TODO: Reduce size of the icons even more and add Monochrome variation
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3184
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@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>
This removes all redundant code and improves the logic of the biquad filter.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3235
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
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>
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>
- 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>
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>
* 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>
This will fix 1 of 2 performance regression to LM3 introduced between 0.0.2 and 0.0.3rc1.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3218
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
This fixes the broken biquad effect.
Thanks to Forrest Mark X for showing us where the problem was occurring in the code.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3225
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
fellow mike22 pointed out some vulnerabilities related to layout mode transitions.
let us give it a go!
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3212
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This function is a copy-cat implementation of Ryujinx's method
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3217
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
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>
The old style `add_test` invocation is not target aware which means that
trying to run the test via `ninja test` results in:
Could not find executable dynarmic_tests
Signed-off-by: Marcin Serwin <marcin@serwin.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3192
Co-authored-by: Marcin Serwin <marcin@serwin.dev>
Co-committed-by: Marcin Serwin <marcin@serwin.dev>
Clang seems to complain that fmt doesn't have a member named join so, it fails to build.
Including fmt/ranges.h fixes that, and lets eden be buildable again.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3188
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: SDK Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK Chan <sdkchan@eden-emu.dev>
* also update script to generate Legacy Android Icon
* now default background on Android is black (inspiration come from white background on nightlies from pflyly@GitHub)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3182
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Hand rolling memcpy like this is always frowned upon because the compiler has more insight on whats going on (plus the code resolves to a worse version of itself on assembly). This removes some branches that are just straight up redundant. May save stuff especially for systems without fastmem enabled.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2639
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Adds more Firmware 20+ related service commands.
Renames existing service commands according to switchbrew docs,
Unstubs new parental service stuff.
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3175
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
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>
No badges.io yet, no new SVG logo from them
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/2656
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Lizzie <lizzie@eden-emu.dev>
Co-committed-by: Lizzie <lizzie@eden-emu.dev>
as seen in repeated epic games api connection in sonic
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3172
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This should fix the issue with, for example, ToTK running at 60 FPS when overlay applet is running.
This also should always run the overlay as actual overlay and not in the back.
Stubs RequestListSummaryOverlayNotifications in friends
Syncs Language of the Emulator, when setting language, this is used in Starter Applet
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3123
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Setting `HIDE_OVERLAY_ON_CONTROLLER_INPUT` in *Advanced settings → Input Overlay*
**Behavior:**
- First controller input -> hides overlay
- Controller disconnect → shows overlay again
- Subsequent controller inputs → ignored (already hidden, so no retrigger needed)
- Touch screen → does **not** show overlay (so you can use a controller and touchscreen to interact with games)
- Sidebar "Show/Hide controller" button → still works as master toggle
**State reset: The "first input" detection resets when:**
1. Controller disconnects
2. Overlay is shown via sidebar button
3. Controller reconnects
**Interaction with other settings:**
- Requires `SHOW_INPUT_OVERLAY` to be enabled (basicaly a master switch)
- Independent from `ENABLE_INPUT_OVERLAY_AUTO_HIDE` (timer-based hide, was already implemented)
- When both are enabled, touch-to-show is disabled (controller-hide takes precedence)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3127
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Producdevity <y.gherbi.dev@gmail.com>
Co-committed-by: Producdevity <y.gherbi.dev@gmail.com>
Adds a place to override specific game settings for specific vendors
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2963
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Kleidis <kleidis1@protonmail.com>
Co-committed-by: Kleidis <kleidis1@protonmail.com>
MediaCodec needs some jvm shenanigans to work, but the others should
Just Work(TM). Need tests on Windows (AMD/Intel), macOS
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3156
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This change makes firmware 20+ show icons in qlaunch and adds a way for ApplicationViewWithPromotion to handle below 20 and upwards struct
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3153
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
We had the same struct for v1 and v2 - this was tested only with MP4, should output correct sounds now and boot it.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3142
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
The GPU Accuracy level is now divided into Performance, Balanced and Accurate.
1. Performance prioritizes speed at all costs. It's faster, but it can be unstable and may have some bugs (which is expected).
2. Balanced maintains excellent performance and is safer against bugs and shader corruption.
3. Accurate is the most precise and the most expensive in terms of hardware. Only a few games still need this level to work properly.
The Release Early Fences toggle has also been removed by @PavelBARABANOV, as it's not needed anymore.
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3129
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Fixes an issue where selecting EDS 0 for a specific game would incorrectly disable VIDS globally.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3148
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
From my tests this decreases JIT latency twofold, may be placebo.
saving reg_alloc while having it readily available is certainly a very interesting choice... afterall saving it onto %rdi is way more cheap isn't it? :)
Please test any performance rgressions, I got +20 FPS on Rain World (unlocked) off this change alone
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3150
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Both options do nothing, however one was exposed to the user making them think it actually helps.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3152
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Kleidis <kleidis1@protonmail.com>
Co-committed-by: Kleidis <kleidis1@protonmail.com>
Should improve performance of SVC by a very, very tiny margin. Codegen seems to be better from the exclusion of all domains beyond >=0x92
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3023
Reviewed-by: crueter <crueter@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>
rationale:
- some drivers will not outright crash (and keeping a list of those who don't crash is tedious)
- if it does crash we can get a log line saying "hey, this driver? unsuitable"
- makes lfie with lavapipe a tad bit easier
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3087
Reviewed-by: crueter <crueter@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>
No need to have those nano-sleeps for these threads...
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2982
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
basically a check runs that depends on the instance being created, but instance isnt created yet so check fails
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3134
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Successor to that old MoltenVK PR. Does a lot of cleanups within root CMakeLists.txt, hands over MoltenVK and VulkanValidationLayers to CPMUtil, and separates out common operations into my modules.
Hopefully reduces the monstrosity that is root CMakeLists.txt. Please test:
- builds on all platforms
- VulkanValidationLayers
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3126
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Updates all of our bundled CI deps to support android x86_64, adds a
build flavor thereof (`chromeOS`), and also adds sirit mingw support.
The new FFmpeg package is built in a much better way that actually makes
it identically built to the other CI packages, meaning we now have real
8.0.0 support, no need for libvpx/cpu_features/all that other crap.
PLUS, we can now statically link it! Hooray! It's also built with
MediaCodec support so in the future we can work on that.
Rewrote the android build script too, plus added a copyFlavorTypeOutput
target that assembles and copies the APK. The code behind it sucks
because I'm not great with Gradle but hey, it works.
Testers: please test everything related to video decoding. VP9 and h264, games that normally suck with their prerendered stuff, make sure I didn't nuke it to oblivion, etc.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3086
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
test no perf regressions for games when saving settings
ALSO:
- the old logic made some settings not save
- if stop_token is true
- if the time was less than 1 minute
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3118
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Easiest change in the world, will help to pinpoint asserts quicker, it's just a relatively small thing so doesn't even need testing.
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2997
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>